My Champion Stands Supreme
An Archenemy scheme that reaches for a commander, which is a stranger juxtaposition than it sounds: the multiplayer format that already runs a commander through the command zone here gets a card that turns that commander into the schemer's whole game plan. The three clauses stack into a coherent engine rather than a grab bag. Ward raises the removal tax on the exact permanent everyone at the table is already gunning for; the attack trigger stacks two +1/+1 counters every swing, so the commander grows on a curve steep enough to close a game if it goes unanswered for a few turns; and the self-abandon clause on the commander leaving play keeps the scheme honest, since it evaporates the moment the piece it protects is gone. That last line is the design discipline: without it, the scheme would persist as free value waiting for a fresh general, so tying its life to the commander's presence forces the ward and the counters to earn their keep on a single body. What it represents is the schemes mechanic reaching outside its native Archenemy shell and being asked to lean on a Commander game, where a face-up scheme with a mana value of zero quietly amplifies the one creature a commander is already built to protect and swing with.
