There's really not much to say about it, the design is simple yet powerful and, above all, it clearly synergizes with what I've been looking for in every warp card since the beginning of the article: enter the battlefield effects
But when you can be casting creature after creature that draw you cards, ramp you lands, and remove problems from the board, the fact that this relies on combat damage just gets to be kind of a nuisance
Heres the list: Barren Glory Biovisionary Call the Spirit Dragons Coalition Victory Epic Struggle Gallifrey Stands Halo Fountain Happily Ever After Hedron Alignment Hellkite Tyrant Knuckles the Echidna Liliana's Contract Mayael's Aria Maze's End Mechanized Production Mirrodin Besieged Nicol Bolas, Dragon-God Revel in Riches Counter-Dependent Win Conditions This is all about permanents that require a certain number of counters on them to win the game
Commanders that ask you to track what happens in the game, like the monarch or day and night cycles, are a bit more advanced than what were looking for here
The biggest weakness of the deck is its speed