Amethyst cards focus on magic abilities and effects, with perks like drawing extra cards or exerting opponent Glimmers
This commander doesn't do much else, though, which makes it an optimal commander for weenie or specific combo decks, but weak for anything else
This was the only land I decided to add to the list under those criteria
Don't ever feel like you are scamming someone if they are okay with taking a loss that they are fully aware of
While this doesnt immediately sound useful, the inclusion of characters with enters play and exits play abilities means you can multiply the uses you get out of each card
Likewise, if your opponents are playing decks focused on synergy / Combo, you might not be able to take advantage of the cards you get from them as well as they can