Flaming Fist
This Background spends its entire enchantment body on a single upgrade: your commanders gain double strike the moment they declare an attack. That flat keyword undersells what it buys. Double strike multiplies anything keyed to combat damage: raw totals, lifelink gains, trample overflow, and any "deals combat damage to a player" trigger all resolve twice. Point it at a general whose swings already close games, and a three-swing clock becomes a two-swing one without widening the board or committing a second attacker to defend. The wording rewards a close read. The double strike is not a printed keyword sitting on the creature but a triggered gain that fires on attack declaration, so the commander carries it only from that point through end of turn, never at rest. That matters for anything reading a creature's keywords outside combat, and it keeps the enchantment from lighting up static "creatures with double strike" checks around the table. Structurally, this is the rare second-commander choice that sharpens your existing threat rather than handing you another body to cast, protect, and swing with separately: no extra attacker, no additional creature to shield, just a modifier that compresses the timeline of the single threat you already planned to ride to a win.

