This would be higher on the list if it were more impactful, but it really doesnt do much if it isnt an opening card you see
The card's design as a Saga Creature that creates three 2/2 Knight tokens for four turns showcases the original summon's thirteen knights appearing one after another to strike enemies
Opening Hand 5 With plenty of mana and a piece of countermagic, this is good enough to keep
Compulsion At one time the engine that spurred Madness decks to victory, Compulsion is basically a looter without any of the drawbacks of a tiny creature, and with a bonus draw ability
In the super late game, the point at which land draws are basically dead draws, Forbid suddenly starts to gain a lot more value even when used in decks with no engines or intent to abuse the buyback
Sometimes while playing Magic, particularly in Commander, a game just isnt going your way