The problem, at least with my initial experiment, is that leaning too heavily on a mechanic at the expense of what can only be described as "essential ingredients" of a good commander deck will result in a deck that is just a bit too janky
End of Match Procedure - Swiss Rounds If the Match does not finish within 45 minutes, the result will be decided by the following End of Match procedures: Swiss Round End of Match procedures should follow these three (3) rules: Rule #1: If time is called while Duelists are in the middle of a Game, the current Game must have a decision (Win, Loss, or Draw) Rule #2: Once the current Game has concluded with a decision, determine the winner of the Match by determining the number of Game Wins (or Game Losses) each Duelist has for the current Match
3 Krark's Thumb The Rabbit's Foot Of Magic Krark's Thumb is the absolute most important card for any coin-flip deck
Mewtwo ex has also caused its fair share of strife in the community, but Pikachu might be worse
Any deck that plays white and struggles with threat-density will eventually ask the question: What if I add Stoneforge Mystic? Occupying only six slots in the maindeck, the two-drop and his weapons add enormous consistency and speed to most decks, be it aggro or control