Combined with Exploration or Fastbond, the Horn quickly becomes an engine from which you can draw three, four, five, or more cards a turn, at no cost
But just because Werewolves aren't the most powerful tribe in Commander doesn't mean they suck / shouldn't play them / can't optimize them
If Betrayer's Bargain resolves, its effect causes the creature to be exiled any time it would die that turn, not just if it would die as a result of damage dealt by Betrayer's Bargain
The set has 222 cards: 204 in the main set, and 18 Enchanted cards
No need to create combos or elaborate plays when a card has the ability to double your tokens outright
3 Elminster An Azorius (white/blue) planeswalker for five mana, Elminster enters the battlefield with five loyalty, toting a triggered ability, a +2 ability, and a -3 ability, each of which synergize with each other in an impressive fashion