Team, so once you catch them (or miss them), you don't have to worry about it for the rest of the turn
Blocking creatures commanded by this card is already a losing proposition, and few commanders give you a better incentive to play with -1/-1 counters or toughness-based removal like Last Gasp
Sure, getting three knight tokens each turn for four turns is pretty damn good, but it also means the ultimate ability, where you buff your whole board and make it indestructible, is heavily telegraphed
With Innistrad: Midnight Hunt coming out in a couple of weeks, and then Crimson Vow coming out in a couple of months, we were expecting to see a Commander deck for the tribe, to be honest, but thats not happening
Magic: The Gathering Zendikar Rising is a return to the adventurous inspirations of the first set that featured it, which contained treasures in select booster packs - making that feeling more broadly accessible will help the return to Zendikar more accessible to a greater number of players