But its good advice for a new Commander player to pack each signet they can play as a given
Ward 2 makes Fblthp stickier than he looks, and the longer he sticks around, the more value he can Plot off the top of your library
The main difference between this one and the regular scheme is that the ongoing scheme stays in the command zone until a certain condition makes you abandon that scheme
In Commander, youd need to have lots of Mana open, or a way to generate unlimited blue Mana, to draw that specific number of card to reach 13 in hand
The three I use in my deck are Demonic Pact, Archfiend of the Dross, and Greed's Gambit: With all three of these, your goal is to drop it down and get a ton of value for cheap, then show our opponent the spirit of giving by sticking them with the downside when it comes time