If, however, one creature has first strike, that creature is given a first chance shot at knocking the other creature out with impunity: if the creature with first strike can kill the defending creature, the defending creature dies immediately, even if the defending creature would otherwise kill the attacking creature
Three mana to kill a creature isn't a bad deal historically in Magic , but when every creature in the format has haste, an enters-the-battlefield ability, a split-mode from Adventure, every 1-for-1 removal spell you cast drops you further behind in the game
When Hildibrand Manderville dies, you may cast it from your graveyard as an Adventure until the end of your next turn
This card can be a little slow but gives you a steady stream of value if it goes unanswered
Theyre exceptionally useful when you want to protect a weaker card with great abilities
It really will depend on what kind of deck you want to build around which commander as both seem good for different reasons