Im going with cards that specifically call out tokens for this ranking, but there are lots of mechanics and abilities that get better when you add tokens to the mix
What it does: Pay half your life points to reveal a spell/trap card from pretty much anywhere All copies of Mystic Spell Chronicle are banished afterwards (to prevent further use of the spell and thin the deck) The revealed card gets set and can be activated the turn it is set The card cannot be chained or targeted during the turn it is set/activated You cannot play cards of the same type, besides the revealed card (or copies of it) for the rest of the duel -(If you chose a spell card, you cannot activate other spell cards or if you chose a trap, you cannot activate other traps) What it brings to the game: It allows the user to wipe negate boards if they chose Raigeki or Evenly Matched (instead of having to bait the negates) It makes rogue/gimmick decks that use specific spells/traps more consistent (eg

Number Six After Bladewing, the Risen was printed, Teneb was the next legal as Commander reanimator dork printed, and he's in the right colors for reanimation with Karmic Guide, Animate Dead and Regrowth
Everyone knows at least one player who has a Commander deck thats almost entirely made of land cards
The instant speed is nice, so maybe Im undervaluing it