But Endless Punishment has ways of making that five damage seem much, much worse
Animate Walls card text was edited from 21 words down to five, although it still did the same thing, Cockatrice from 24 down to 15, Control Magic from 35 down to 5, you get the idea
And also, run more basic lands
Iconic Blue Card Draw Spells In a game where drawing cards can often mean the difference between victory and defeat, blue perfectly encapsulates the power of knowledge by offering some of the most potent spell-based, creature, and ability card draw options
To address that, Ive increased the number of Ruinous Paths and added a splash for Dragonlord Silumgar, which is excellent against Gideon

Quandrix students, help me count to five: Primo, the Unbounded, which I will absolutely be building, introducing the first-ever base-power-0 matters commander that builds big Fractal tokens when creatures with 0 base power deal combat damage Yavimaya Bloomsage, the only creature in the prepare cycle to feature a flat-out banned card in Channel, made ready by putting a +1/+1 counter on a creature that subsequently has power 7 or greater Owlin Spiralmancer, a powerful creature that copies the first X-cost spell you cast every turn (including on your opponents' turns) Nexus Mentality, a member of the highly exclusive club of cards that can move counters between nonland permanents (sadly, this doesn't let you rip counters away from Dark Depths) Turbulent Wilderness, the final land (for now) in the Turbulent cycle When it comes to blue-green, it can sometimes be difficult to build a deck with a cohesive theme that doesn't lean too hard on broad themes like +1/+1 counters or Lands Matter