I know the format has changed heavily since 2014-2015, but there are still plenty of control-defeating monsters out there that cost exactly two mana
My first order of business during preview season is to determine which cards will enhance controls chances of success in Standard, the format where it struggles the most
This set is fast approaching now, and we've seen all 188 of the new cards, featuring Spider people aplenty and this hero's impressive Rogue's Gallery
On the fifth turn (if you havent won the game already), you get to buff all of your other creatures and make them Indestructible

Example 1: Token swarm Plan: flood the board, protect it, then close with an overrun effect Enablers: repeatable token makers, token doublers if your curve supports them Payoffs: anthems, sacrifice outlets, drains, finishers Staple choices change: you want draw that scales with creatures, and protection that saves a board Example 2: Graveyard reanimator Plan: stock graveyard, cheat threats, loop value Enablers: self-mill, discard outlets, cheap recursion Payoffs: reanimation targets that end games or lock a board Staple choices change: you prioritize discard and mill synergy over generic draw that does not fill the yard Example 3: Spellslinger Plan: cast lots of spells, turn casts into damage, tokens, or storm-like turns Enablers: cheap cantrips, cost reducers, mana bursts Payoffs: magecraft triggers, copying, pingers, finishers Staple choices change: interaction that is also a spell count matters more than clunky good cards that eat your whole turn Same format

The commander doesnt necessarily need to be one of the tribe (for example, Trostani is a Dryad), although it makes the theme more complete if it is (Lord of Tresserhorn is definitely a Zombie)