Well, mana spells are half the equation of a Storm deck, with the other half being card draw, which our commander transforms burn spells into
Also, watch out for two energy type decks, they can be tricky to pull off and always require a combo to work

Commander (1) 1 Valgavoth, Harrower of Souls Creatures (32) 1 Barbflare Gremlin 1 Blood Artist 1 Blood Seeker 1 Braids, Arisen Nightmare 1 Brash Taunter 1 Falkenrath Noble 1 Fate Unraveler 1 Florian, Voldaren Scion 1 Gleeful Arsonist 1 Gray Merchant of Asphodel 1 Harsh Mentor 1 Kederekt Parasite 1 Mogis, God of Slaughter 1 Morbid Opportunist 1 Nightshade Harvester 1 Persistent Constrictor 1 Rampaging Ferocidon 1 Solemn Simulacrum 1 Stormfist Crusader 1 Vial Smasher the Fierce Artifacts (11) 1 Arcane Signet 1 Basilisk Collar 1 Fellwar Stone 1 Lightning Greaves 1 Mind Stone 1 Rakdos Signet 1 Sol Ring 1 Sance Board 1 Talisman of Indulgence 1 Thought Vessel Enchantments (5) 1 Bastion of Remembrance 1 Enchanter's Bane 1 Spiked Corridor // Torture Pit Instants (6) 1 Blood Pact 1 Chaos Warp 1 Infernal Grasp 1 Rakdos Charm 1 Suspended Sentence Sorceries (7) 1 Blasphemous Act 1 Feed the Swarm 1 Grab the Prize 1 Light Up the Stage 1 Sadistic Shell Game 1 Sign in Blood Lands (24) 1 Temple of the False God

Twitter user @Jersey9986, for instance, flatly stated that this is awful, the magic we all once known and loved is dead
But why is it good for interaction to be flexible, and why is it critical that interaction be cheap
Following an ancient map, youll sail the beautiful yet unpredictable Azurite Sea