If an opponent has been setting up for a powerful turn, but you rip the cards right out of their hand, theyll have nothing to do on their turn, putting them behind several turns
For instance, picture a UB control deck with a ton of copies of Dreams of Laguna and Sephiroth's Intervention
Hexplate Wallbreaker (reg/EA $5, no foils) If theres one thing Commander players love, its having a commander that does something, and then picking up all the cards that do the same thing
Your opponent is less likely to use their one mana on turn 1 to Bolt your Vault Skirge if you spent turn 2 playing Springleaf Drum and Signal Pest, which gives you a good opportunity to play Plating and equip in the same turn after they tap out for Tarmogoyf
Magic: The Gathering had some cool stuff going on
In Adventures in the Forgotten Realms, the two things have been fused