Infect commanders generally revolve around proliferate or poison counters directly, or combat to allow for creatures with infect to attack the opponent directly, oftentimes finding ways around potential blockers
Your game plan revolves around leveraging your key pieces to create overwhelming advantages that your opponents struggle to answer
The one you'll still be flipping through years from now, showing pulls you've been holding onto since long before
Gone are the days people would run commanders just because they were the colours they wanted access to Card advantage every top commander provides card advantage in some way, whether its literally drawing cards, card selection via scrying or similar, bringing cards back from the graveyard, tutoring, or even producing permanents such as tokens
it becomes a significant threat in short order, while most enchantresses are nothing more than card advantage engines
Because BREAK cards are so distinct, they stay interesting and valuable, giving players new ways to test things out and enjoy the Pokmon Trading Card Game