We developed a workflow that asked concept artists and card artists to pull hallmark character designs from Yoshitaka Amanos original (and legendary) concept art, the original FFVI sprites, and the FFVI Pixel Remaster character portraits, to synthesize the most consistent elements of each characters design into something new. We also encouraged our artists to punch up finer details and bsexplore elements where they thought they could push (fabric, patterns, textures, etc.) Then, we would meet with the Final Fantasy VI review team, and they would give us feedback on what core elements they wanted to preserve and what new elements they were excited about. "It's our hope that the [FF6] character designs should feel like how you 'remember' them..." So they had the four games decided, but when it comes to Commander, thats only half the equation WOTC also needed to figure out which characters would lead each deck

Fellwar Stone can easily be one of the best rocks in the format, but its entirely dependent on what your opponents are playing
As a common, it is widely accessible and can work quite nicely with Golgari Black Green
Its me, Michael Celani
Instead of adding a color and playing ten fetchable lands, we could stick to three colors and play six fetchable lands, and just use the increased fetchland ratios to turbo-charge a landfall/revolt/delve deck
Whether you're going for fast-paced ramping, quick damage combos, or threatening your opponents, there are always plenty of ways to improve on already solid foundations