Karns Bastion Karn's Bastion is usually easy to slot into the mana base of decks with counter themes, even though it doesnt actually get activated often
So much so that it gives the card a kind of modality where it can be used as protection or as card draw
Paying Neyith of the Dire Hunts three-mana ability at the beginning of combat will double Anzrag, the Quake-Moles power to 16 and require a creature to block it
Id lead with Factory on the first turn, which would allow you to attack on the second turn if the opponent does nothing
Fortunately, we should have some big ones, so while we won't be drawing incrementally, we're running enough effects like Momentous Fall that we should be able to refill our hand periodically, making sure we stay in the game
Speaking of, let's get to the second part of the Venn Daigram: the cards these commanders don't have in common