The Chain Veil is obviously the most important here, giving you double activations to further accelerate ultimate abilities
Any combat damage 'dealt' while combat damage is prevented
The real effect that truly makes it one of reds premier board wipes, however, is the fact that it strips the indestructible keyword from all creatures until end of turn
WHISPERS IN THS WELL SINGLE-PLAYER DECK: AMBER & EMERALD SIMBA & MEGARA
Skills a strong commander should have: they should be cost efficient / cheap and/or easy to cast they should have good stats for their costs they should have as many good effects as possible they shouldn't have any ot to many downsides they should have a high/good coloridentidy they can break parity in some kind of way they have inpact as soon as they enter the board (either they have haste, or a good ETB- or static-Effect or they have triggered ability) Commanders from Tier 0 to Tier 4 are commander who can be easily broken with specific cards
The philosophy is that every card that exists in the Modern format is, unsurprisingly, a part of Magic's modern game design