Green is often completely stumped to a mass removal as it loses both card advantage and tempo
Soulherder, Teleportation Circle, and Thassa, Deep-Dwelling are all cheaper and better, but not every deck can run them or wait until the end step
Your opponents have to remove, bounce, or use Homeward Path to get their creature back
x2] [When Attacking] Your opponent cannot activate a [Blocker] Character that has 5000 or more power during this battle
Its ramp is great, and its ability to answer three of the permanent types hard is nice
The game plan is also very straightforward: Search for a Freed from the Real, attach it to a mana dork that can untap lands like Arbor Elf or Krosan Restorer, and as long as you can generate at least 2 mana, you get infinite mana that you can use to draw your entire library if needed thanks to the commander's ability and win the game through your other combos