Below is a control build with a higher power level, focused on increased disruption, at the sacrifice of some consistency
There was a strict limit of 10 packs per person, so these were very difficult to get
When cards create other creatures, the latter often are tokens : they do not usually have dedicated cards, have no mana cost, and tend, by themselves, not to be too strong in terms of stats or game rules
Best of all, if the caster has a Wizard creature, they can choose two modes, getting even more value from Flame of Anor
Even if you only get a few cards off him, he's a pretty good draw engine in a Jund shell, and even as a commander he can definitely do a lot of work - he restricts what you reasonably might want to use your removal on, but turning all your removal into cantrips is quite a scary thing when he also provides a reasonable win condition on his own