Conveniently, this segues nicely into the next topic to talk about: how to get the most value out of your wildcards
This would have been done by carrying over a few popular cards, adding many new ones and featuring a different back design to differentiate subsequent sets
Ive talked to players who do thisplayers who turn up at a shop expecting to play these cobbled together piles of competitive scrawlings because, its all they have to play with their other playgroup. Whether the shop would allow this or not aside, its not conducive to playing outside your own playgroup, and it isnt in the spirit of Commander
The new Time Travel mechanic in MtG 's Universes Beyond Doctor Who Set, adds a whole new dimension to suspend
Then, add a combination of other cards that support your gameplan, cards that deal with your opponents threats, and 18-24 lands (or 36-40 for EDH)
Thats just one combo off the top of my head, and there are many more here