They all have cool art, some may have importance in the metagame, but I don't have a whole ton to say about them in the main body of the article: I find the concept of " Sinkhole " as an ability to be pretty fun in a card game that revolves so strongly around manipulating land
This ones a reprint, but its really powerful, and Commander players love it
Good thing for us, our author Ben Guilfoyle is well-equipped to give us a quick overview on what to expect from Magic: The Gathering's latest release, Tarkir: Dragonstorm
Her Activate: Main ability lets you draw one card once per turn after activating an Event with a base cost of three or more during that turn, keeping your hand stocked as you burn through resources
Many commanders like The Gitrog Monster give you tips about what they want, usually by calling out specific card types, zone, or game actionsother similarly simple commanders include Isshin, Two Heavens as One, who demands attack triggers, and Atraxa, Praetors' Voice, which needs some sort of counter to proliferate