One of the best aspects of Jump In
a little slow and costly, but 3 mana to exile anything does work, even if your opponents can get it back
The other four have creatures that enter and draw a card, or have card draw as a passive effect, or have an activated card-drawing ability
Theres a great pleasure that comes from casting this and hitting a Maelstrom Pulse or Lightning Bolt to clear away a blocker before attacking
Dual lands like Taiga and Tundra are highly sought-after and can sell for thousands of dollars, providing versatility and power to decks that use multiple card colors
You must then build a 100 card deck (including the Commander), but with a couple caveats: You may have no more than 1 copy of a given card in your deck (excluding basic lands) All cards in your deck must only contain mana symbols and colors matching your commanders color identity The Commander rules committee already has a rules document that clarifies all the specifics for how to play, so I wont bore you with any further rehashing here