You would almost guarantee triggering the card draw function of Star Charter, and a lot of the decklists for this commander are filled with creatures that have power 3 or less
Each starter deck includes: 1 starter deck of 60 cards, including 2 foil cards of the characters on the package front 11 game tokens 1 rulebook 1 booster pack containing 12 randomized cards from the same set
And if a single Commander deals a player 21 or more combat damage, they lose the game
Similarly, many decks built around set mechanics, like Mutate, Web-Slinging, or Earthbending, are fair game
If it still does enough for two mana then sure, why not
#4 - Counter Intelligence Another time, I may tally up themes and how often they appear, but even a cursory glance reveals that Counter Intelligence deck felt like a fresh new package