Blue has counterspells, black has removal, and red has direct damage and burn, plus the Grixis commander allows a bunch of effects that let you take control of a target creature
When cast on an opponents turn, you get peace of mind from their best threats for two turns
One of my favorite topics back then was mythology
(Blue and Gray Starter Deck)
They warp the plan around sacrificing a lot of small, disposable creatures, all the while gaining some advantage like life or cards

Abrupt Decay Active Volcano Aegis Angel Ajani Vengeant Alpha Deathclaw Angel of Despair Angelic Rocket Argentum Armor Argentum Masticore Ass Whuppin' Assassin's Trophy Atomize Avalanche Riders Awaken the Honored Dead Awaken the Maelstrom Ayli, Eternal Pilgrim Bahamut, Warden of Light Bane of Progress Beast Within Behemoth of Vault 0 Binding the Old Gods Black Bolt, Inhuman King Bladegriff Prototype Blast Zone Blue Elemental Blast Bone Shredder Bounty Agent Bramblecrush Break the Spell Brink of Disaster Bronze Tablet Bumbleflower's Sharepot Capricious Efreet Captain's Hook Cavalier of Dawn Chain of Acid Chaos Confetti Chaos Defiler Cityscape Leveler Clay Golem Cloudchaser Kestrel Combustion Man Commander Sofia Daguerre Corrosion Cramped Bunker Crosis's Charm Culling Ritual Culling Scales Dark Temper Deadeye Harpooner Death Begets Life Decommission Deep-Fried Plague Myr Defiant Vanguard Desert Twister Despotic Scepter Destructor Dragon Detention Vortex Display of Dominance Drag to the Roots Druid of Purification Emerald Charm Emergency Eject Engineered Explosives Excavation Technique Extinguisher Battleship Eye of Doom Eye of Singularity Fatal Push Fate of the Sun-Cryst
