Leadership Vacuum
The design trick is in the targeting. Destruction, exile, and bounce all aim at the creature, which means a Voltron general wrapped in hexproof, ward, or indestructible simply shrugs off the removal spell. This aims at the player instead: it never touches the commander directly, so none of those protective layers apply, and there is no permission-based way for the controller to refuse. The strategic value is entirely temporal. A commander sent to the command zone leaves its Equipment behind unattached on the battlefield, drops its Auras (which head to the graveyard once they have nothing to enchant), and loses any counters entirely, since counters cease to exist the moment their permanent leaves. Rebuilding then costs the escalating command tax again. Against the recursion and Voltron decks that treat their general as a permanent fixture, that reset can buy a full turn cycle. The cantrip is what keeps the card from ever being fully dead: it draws regardless of what the target controls, so pointing it at an opponent with no commander in play still replaces itself, and pointing it at a teammate mid-rebuild can be a courtesy that also refills your hand. It is a narrow answer wearing the clothes of a flexible one, built for a singleton format where the single most reliable threat to plan around is the one card every player is guaranteed to have.
