Hammer Time is blisteringly fast with the ability to outright end the game on turn two
On play you search for any Madrigal and put it at the top of your deck, ready for the next draw
More about the story should be revealed soon in interviews and videos as with the last few sets
Both of these Locations don't have a unique ability, but they ease the player into using them by being cheap, ink cost-wise, while also gaining you one lore at the start of your turn, so long as the locations stay on the field
While some of these cards will be the signpost ones that establish various archetypes in Modern, the absolute best cards in the format will be determined by usage and usage alone
Final Fantasy is introducing an entire cycle of artifact cards that look quite powerful in Commander, some of which have some powerful replacement effects for focused strategies