Delve, affinity, evoke, cycling, channel, split cards, MDFCs, adventures, madness, flashback, emerge theres tons and tons of mechanics to work with and thank goodness, because well need all the help we can get
(You don't get to look at them or reorder them while doing so.) When Heart of a Duelist enters the battlefield, draw a card
This list includes: --Cards that make you wonder why they exist --Cards that demand peculiar play-styles, or that demand playstyles be warped around them in ways that were/are unexpected --Several strange cards from Time Spiral block (let's be honest - that was an interesting time) --Cards which are weird for flavour reasons --"Bad" cards that make wonky, unstable, or otherwise unpredicted/unpredictable changes in the game --Effects that don't make sense --Actual Weirds If you guys think of anything I should add for one of those reasons, or for another reason I didn't think of, don't hesitate to say so
Both of them are generally too slow to be great in most decks, but this one has enough Proliferate and other ways to put counters on things that you should be able to have a big pile of counters on both of them without too much trouble
You'll also want to include a couple of alternate attackers, so that you aren't entirely reliant on your commander