It's also an atrocious card to draw when you're top-decking
The Amber and Amethyst deck is probably the easiest to master, while the Ruby and Emerald deck is the trickiest of the three to understand, although its probably the most flexible and adaptable of the three decks
(Note that you can redirect the damage to a person to their walker, so NB, GP can kill most walkers at that damage level too.) Exile all of their nonland stuff
Cards in Magic that grant extra turns are often among the most valuable and sought-after among players, as that ability is quite rare throughout the games history
Flooding the board with tokens can be an effective strategy for dominating the game, especially in Commander, where you have the time to run powerful token doublers like Primal Vigor and Doubling Season
6 mana is a pretty big ask for an enchantment that does nothing when it hits the table, but the incremental value it generates simply for playing a normal game of Magic is incredible