"Magic: Legends will shut down in October, before game's full release"
Many of them functioned mainly as hatebears, while others were simply strong standalone cards, like Siege Rhino
Dredging for six anytime you would draw a card is often akin to drawing six cards for decks that can utilize it effectively, making this a creature worth building decks around
Omarthis, Ghostfire Initiate eliminates itself from the competition due to not having enough support cards: I think there's like 4 cards total that deal with +1/+1 counters in the entire deck and only 1 can repeatedly put counters (Hangarback Walker)
Card advantage comes in many forms, and the best commanders almost always have it Cost and colour identity some commanders are strong because they are relatively cheap and can come down early, while for others its about colours they unlock via their identity, enabling you to play the best cards and overcome any weaknesses mono or two-colour decks can face The Best MTG Commanders This list could easily be three times as long, but its been refined to just 10 of the best commanders MTG has to offer
It also doesn't matter whether Resplendent Angel was on the battlefield when any of the life gain happened