Game Changers should generally be cards that easily and dramatically warp Commander games, allowing players to run away with resources, shift games in ways that many players find unpleasant, block people from playing, efficiently search for any of their strongest cards without downside, or have commanders that are highly unfun in casual games
One of the disadvantages of playing Control in Commander is that the card disadvantage of countering single spells or removing single permanents really starts to feel like a bad deal
Whenever Ratonhnhake:ton deals combat damage to a player, create a 1/1 black Assassin creature token with menace
It was deemed too strong, and so the stats were changed to +1/-1, which accidentally made the card way more powerful
The powerful combination of Swifty and just playing the game of Magic proved that this was one downshift that was probably a bit too much for Pauper to handle