Don Andres, the Renegade
A commander built entirely around ownership, not control: the distinction between the two is usually a footnote in the rules, and here it becomes the whole engine. Both abilities key off creatures and spells you don't own, which points play toward theft rather than the usual token-swarm or self-mill toolbox. Every borrowed body grows into a menacing, deathtouch-carrying Pirate, so the classic problem with stealing an opponent's creature (it swings back the moment they reclaim it) gets inverted: while it's yours, it's a lethal blocker and an unblockable-adjacent threat. Pair that with anything that permanently expropriates a permanent (an Act of Treason effect that keeps it, or a Bribery-style raid on an opponent's library) and the anthem stacks across a stolen board. The second ability rewards the same larceny from the spell side, turning cast triggers on borrowed noncreature spells into a Treasure faucet that refunds the mana you spent taking things in the first place. It is a synthesis of a design lineage Wizards has circled for years: cards that punish opponents by using their own resources against them, gathered under one Grixis leader who makes the theft compound. The 4/3 body is deliberately fragile, a reminder that this is a general who wants to be surrounded by other people's things, not fighting alone.

