If there is a way to do Partner commanders right, then something like the Friends Forever and Doctor's Companion mechanics are the best way to go about it from a design perspective
If a card copied by one of the tokens had any "when [this permanent] enters the battlefield" abilities, then the token also has those abilities and will trigger them when it's created
Action News Crew Arashi, the Sky Asunder Bamboo Grove Archer Born to Drive Boseiju, Who Endures Careful Cultivation Channel Harm Colossal Skyturtle Eiganjo, Seat of the Empire Favor of Jukai Ghost-Lit Drifter Ghost-Lit Nourisher Ghost-Lit Raider Ghost-Lit Redeemer Ghost-Lit Stalker Ghost-Lit Warder Greater Tanuki Ironhoof Boar Jiwari, the Earth Aflame Jukai Preserver Kami of Bamboo Groves Mirrorshell Crab Mnemonic Sphere Moonsnare Prototype Otawara, Soaring City Reinforced Ronin Roaring Earth Saiba Trespassers Shigeki, Jukai Visionary Shinen of Fear's Chill Shinen of Flight's Wings Shinen of Fury's Fire Shinen of Life's Roar Shinen of Stars' Light Sokenzan, Crucible of Defiance Sunblade Samurai Takenuma, Abandoned Mire Touch the Spirit Realm Twinshot Sniper Yavimaya Bloomsage

The best cards from Commander Masters could be a list of all of the reprints in the main Magic: The Gathering set, but because its already pretty well-documented which cards are good and which are bad - and in a Masters set most of the cards are at least some degree of good - were going to be looking at just the new cards added in by the new, and uncomfortably pricey, Commander decks
The three-mana tap will goad which is amazing in multiplayer making someone attack elsewhere or will make something unblockable and like Rogue's Passage that'll work on anything, so opposing creatures, yours, Commander damage kills and more are all impacted
Base Set 1st Edition Charizard This is the one that started it all