This is one I'm planning to tinker with for awhile, so if you think there's something I've overlooked, I'm certainly interested
Here, you get a faction commander that does everything you want from a typal commander: It reduces mana for your spells and gives +1/+1 to creatures
This Mulan card is clearly intended to be an offensive threat in the midgame, attacking opponent cards before they can be played
Maybe a little too mean, so we had to make it play a little nicer. By definition, the group slug player can quickly become the persona non grata of a Commander game, in part because the engines behind these strategies often rely on enchantment cards to establish their ruthless game plan
If Archfiend's Vessel leaves the battlefield while its triggered ability is on the stack, you can't exile it from the zone it's put into, so you won't create a Demon
This means that any instant-speed draw can become an instant dredge, giving you more options overall