Using the Mardu mana combination of red, black, and white, this deck focuses heavily on bringing cards back from your graveyard for a second chance at doing damage to your opponents, and the Commander even mills two cards every turn to try and put some spicy creatures in there for them to bring to the battlefield later in your turn
1 Door of Destinies
Theyre not particularly fun, they can lock specific players out, and they dont make the game better by and large
Perhaps a closer parallel is in Vindicate in a different color combination and I think it will be telling how often it hurts not to have the ability to hit lands
My personal pick as to why Heartfire Hero had to go in the first place, and why Screaming Nemesis is going to become even more of a menace moving forward
Once there, it only needs two Energy to use Hydro Splash for a respectable 90 damage, which can derail an opponent's set-up process if the conditions are right