Cards that trade something of yours for something of theirs arent exactly what were talking about, which includes cards as simple as Gilded Drake or as complex as the ultimate on Aminatou, the Fateshifter or even Scrambleverse, but well address those at the end
For Commanders that can afford it through cost reduction like Rowan, Scion of War, or Treasure generation like Prosper, Tome-Bound Crackle with power can end games in an instant
(Megamorph, the alternate-reality version, was not as much a hit.) I really like how manifest shows that you can take a core good design idea and extrapolate it to make something related, but different, that's equally fun
After Sephiroth impales Cloud with his sword, the hero is somehow able to hurl the villain into a pit of liquid mako
We also haven't heard anything from Huey Jensen - who was involved in extending Standard rotation - in ages
The theme here is consistent: if you are willing to invest in a longer game where you stretch your Stage Two plays through turns 5, 6, and possibly beyond, Orzhov is going to reward you with cards that are good against both conventional attacks and predictable control elements