(If a creature with a finality counter on it would die, exile it instead.) Enchantment Haunted One Commander creatures you own have "Whenever this creature becomes tapped, it and other creatures you control that share a creature type with it each get +2/+0 and gain undying until end of turn." (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) Legendary Enchantment - Background Radiant Destiny Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As this enchantment enters, choose a creature type
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft
Removal Heres one area thats not very much on-theme, but a functional Commander deck needs to have some removal cards in the 99
That sort of trigger really has some serious snowball potential, since drawing cards increases the chances youll draw more big creatures to keep on triggering her effect
The Rest There are some ramp cards that dont quite fit the other categories, but deserve a mention nonetheless
You can see why most cards were pulled, and we have a good amount of beats and sweeps jumping in