Such decks add a speck of adrenaline and randomness to the way the game is played
At the end of the day, I think theyre good cards that aren't overpowered and can get even more interesting with time
These cards were Opal-Eye, Konda's Yojimbo, Kaijin of the Vanishing Touch, and Traproot Kami
Cares About Initiative/Dungeon Ive got a couple of these dungeon support cards that do nifty things too
Dromokas Command (Fight Green/White Instant) [c]Dromokas Command[/c] lets you choose two of the following: Prevent all damage a spell would deal, have an opponent sacrifice an enchantment, give one of your creatures a +1/+1 counter, or even have one of your creatures fight
Star Wars Slow Fetches Droid Factory Sith Ruins Underworld Slums Jungle Village Jedi Enclave Star Wars: The Gathering also has a great take on how to fix the slow fetch lands that are found in Commander precons