The opportunity cost of playing this card is relatively low at only two mana, and digging five cards deep is a lot

Aboroth Adarkar Unicorn Ancestral Knowledge Arctic Nishoba Arctic Wolves Arnjlot's Ascent Balduvian Fallen Balduvian Shaman Blizzard Braid of Fire Brand of Ill Omen Breath of Dreams Cold Snap Corrosion Cover of Winter Decomposition Dreams of the Dead Dystopia Earthen Goo Elephant Grass Energy Storm Firestorm Hellkite Flow of Maggots Freyalise's Radiance Fyndhorn Pollen Gallowbraid Glacial Chasm Glacial Plating Halls of Mist Heart of Bogardan Heat Wave Herald of Leshrac Hibernation's End Illusionary Forces Illusionary Presence Illusionary Terrain Illusionary Wall Illusions of Grandeur Infernal Darkness Inner Sanctum Juju Bubble Jtun Grunt Jtun Owl Keeper Karplusan Minotaur Kjeldoran Javelineer Krovikan Whispers Maddening Wind Magmatic Core Malignant Growth Mana Chains Mesmeric Trance Mind Harness Morinfen Musician Mwonvuli Ooze Mystic Might Mystic Remora Naked Singularity Old Fogey Phobian Phantasm Phyrexian Etchings Phyrexian Soulgorger Polar Kraken Prismatic Circle Psychic Vortex Reality Twist Revered Unicorn Ritual of Subdual Ronom Hulk Royal Decree Sheltering Ancient Snowfall

After all, you can't very well play if you don't know where to go
Innistrad: Crimson Vow Collector Number: 17 Card Type: Enchantment Mana Cost: Oracle Text: As long as you control seven or more enchantments, creatures you control have flying and vigilance
#11 Amber & Emerald Into the Inklands Starter Deck Despite being arguably the greatest set released to date, Into the Inklands doesnt have the greatest starter decks
But thats a pretty poor payoff compared to some other commanders you dont mind being killed in other strategies, and Id rather just play go-wide goblins instead