Good token commanders in MTG must have at least 1 of the following 3 characteristics: The ability to generate a large number of tokens at a proportionally low mana and opportunity cost Easily repeatable token generation Strong supporting effects for tokens that justify not being able to create tokens Good token commanders also can have the following traits in conjunction with the above: Fast, accessible payoffs for creating your tokens, such as giving them haste, boosting their power, or gaining effects when they die Potential for establishing infinite combos with your tokens Miscellaneous useful effects Many of the strongest token commanders have multiple traits from the lists above and contain access to green and/or white cards, as these colors have the most powerful support cards for token strategies, many of which were shown earlier
Depending on how degenerate you want to be this can range from fun value to bonkers
On top of that, these cards have a special coating which makes them look dark under UV light
There are also a few cards weve found the names or hints for further down
This opens up the possibility for early multi-spell plays
Left unchecked, the enchantment usually runs away with the game in two or three turns and is almost impossible to stop with creature removal since the Skeleton tokens just keep coming