A few more cards see plenty of play in Commander: Dragon Mage as a wheel card that allows players to discard and draw entire hands, Swiftfoot Boots is solid equipment that is helpful in virtually every Commander deck, and Cinder Glade which is a slow land of the red and green color identity
As a defensive card, it also shines: keep your guys from dying to removal, or reuse a comes-into-play creature
Four copies in both the Goblins and Yawgmoth decks, its a fantastic mana dork for both archetypes as well as actually being a Goblin for the Goblins deck
Not to bad since it can let you follow up with another spell, which ties into the main sets expend mechanic
When Splinter leaves the battlefield, you and another target player each draw a card
As a creature, its a 4/4 flier with ward, so its sticky and hard to remove