Due to the nature of the Commander, activation costs such as perversion are not a big problem, and since the composition of the deck is such that all permanents except basic lands have different names, it can be said to be a spell that practically returns all graveyards to the battlefield
(Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Creature - Demon Color tag templates(None) Destiny Spinner Creature and enchantment spells you control can't be countered
After the subgame ends, each player shuffles their cards from the subgame to re-form their main-game library (and Attraction deck, if applicable), and they return to the main game from the point they left off, with Tug of War finishing resolving and the winner of the subgame getting their reward
The final thing scry lands have strongly in their favour in the cube is their synergy with a wide array of other card
Finally, lets talk about the two new cards in the deck that dont care one bit about energy