Its just that theres too many things to potentially be doing here that I cant quite figure out the balance
If you can keep Atraxa in play, it'll obliterate opposing forces, dole out enormous chunks of commander damage, and keep you well-defended in the meantime
there's no mechanical benefit beyond getting cool cards in return for any duplicates you might have found
Also, since Magic cards use a blue tinted glue to affix the front and the back of the card together, there will be a faint blue hue to the card when your light is placed against it
Casual | Abe Sargent Creatures (9) 1 Akroma, Angel of Fury 2 Akroma, Angel of Wrath 2 Eternal Dragon 4 Flameblade Adept Instants (11) 1 Scrap 2 Angelsong 2 Gilded Light 2 Radiant's Judgment 2 Renewed Faith 2 Starstorm Sorceries (6) 1 Akroma's Justice 1 Limits of Solidarity 2 Decree of Justice 2 Slice and Dice Enchantments (10) 2 Cast Out 4 Astral Slide 4 Lightning Rift Lands (24) 6 Mountain 6 Plains 1 Ash Barrens 1 Temple of the False God 3 Forgotten Cave 3 Secluded Steppe 4 Sacred Foundry RiftSlide was a major archetype back in the Onslaught era and was one of the dominant Standard decks during its run
I'll admit, I did find it difficult to place typal trigger doubling cards on this list with a high degree of accuracy