It's real tough to beat down a player who can play cards multiple times regularly, and with built in protection on the commander there's not a lot to hate
As I mentioned earlier, getting people into playing is the most crucial part of this
Being at six mana, youre really not saving much mana on a lot of creatures, making it feel a bit counterintuitive to play since you might as well just hard-cast whatever creature youre trying to bring back
If you do, the damage Channel Harm deals to that creature won't be prevented
Past Present Future Im going to close up my article today by talking about the three decks that are closest to me right now
The early-game removal (Conclave Tribunal and Pacifism), combined with a number of powerful life-gain effects, will allow you to make it to the mid- and late-game when you can cast any one of your 13 strong Angel creatures (including 6 rare and 5 mythic creatures!) Once you cast these powerful flyers, you will be unstoppable