If you dont pay attention to your mana needs, you wont have the full opportunities to play your happy cards
Again, these payoffs are mostly modest flashback spells or late-game engines which require additional mana investment like Ultimecia
Magecraft When comparing Plumb the Forbidden with casualty, we should keep in mind the main mechanic from the same set as Plumb magecraft, from Strixhaven: School of Mages
In my experience, most Commander players want to win, but they're not normally looking to do it through optimization, but rather through some combination of fellowship, enjoyment, and style
Then, for four mana, you can tap it to put a shadow (a creature with shadow can only block or be blocked by creatures with shadow) counter on a creature, which becomes a wraith for as long as it has that counter
Rare-B-Gone I think this is the perfect answer in a lot of Commander metagames for folks with very pricy, and pimped out decks