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We tried a lot of different approaches to progressing through stories and spaces, going into the unknown, and choosing your own adventures
On top of that, it grows even larger whenever instants or sorceries leave your graveyard, so its an incredibly strong card, especially in multiples
But when you tack on milling synergies in its first chapter, returning all lands from your graveyard to the battlefield in the second chapter and another target creature getting +X/+X equal to the number of lands you control in the final chapter, youve got the makings of a top-flight game-finisher and yet another example of Summons being playgrounds for the Timmys/Tammys of the world (like me)
Meanwhile, Sapphire/Steel feels stronger than ever with almost unparalleled capabilities to dish out damage while also benefiting from solid ramp and straight up card removal
I doubt its a break-out all-star or anything, but this is a solid commander