Magic: The Gathering has been growing increasingly experimental with the ways it offers supplemental products to its core experience, with alternate art cards becoming a staple in Standard sets while other products, like Secret Lair, have gone as far as collaborating with The Walking Dead
Remove three quest counters from this enchantment and sacrifice it: Draw two cards
In Legacy, things get even more interesting
I think well continue to see cards that bolster infect and poison strategies through proliferate, doubling counters, etc., but I doubt well see too many more unique infect cards
Controlling a creature with at least 5 power isnt that hard in Commander, and buffing your entire team every single turn is a fantastic way to lead yourself to victory
I love how Xenagoss ultimate ability lets you put each land or creature you exile onto the battlefield, getting around your land drop limit with a stompy flourish and a harrumph