A place for me to keep cards I've written a summary of and then trimmed from the list.
Aerial Responder: I really like the combination of Flying/Vigilance/Lifelink in this list. They scale well with +1/+1 counters and are a great way to win midrange slug-fights by attacking in the air, draining some life, and sticking around to block the counterattack. Aerial is one of the better versions because of how cheap it is to drop down, letting you get the effect off early or holding up mana later in the game. Also note you can fight one of these creatures with Brash Taunter to gain life in an emergency. - This one was a tough cut because I really like how it plays. There's just a limited number of slots you can fit in a deck and I decided to rotate it out.
Angel of Invention: Angel is in the list because of the synergy between the keywords, Noble Heritage, and the general gameplan. The +1/+1 aura doesn't really do anything, but it's nice as long as you remember to track it. I typically choose to give it +2/+2 instead of the tokens just to accelerate the lifedrain, but I have chosen the tokens before in matchups where I need sacrifice fodder or chump blocks. - Trimmed because it's a bit slow and the aura is a bit of mental load to track.
Ao, the Dawn Sky: Flying, vigilance, and card advantage if it dies. Also a dragon, but it's a great card to buff up and use both aggressively and defensively, while getting a card or two if it's killed. It would be best in a list with a lot of 2 mana ramp spells, but getting any card is upside. I'm most likely to choose ramp or draw, depending on what's in the 7 cards I'm looking at. -Trimmed when playing with ratios and looking for more impactful cards.
Aura Blast: I like this card. Cantripping removal is really good, especially when both modes are worth around two mana to begin with. It can be narrow but it's usually not; in a 4 player game, it's very likely that someone has at least one enchantment in play, and of those enchantments, there's good odds it's a value engine or wincon that you really want gone. In general, I'd say that enchantments have the highest ratio of danger vs difficulty to remove of all permanent types, so it's useful to have on hand, and is an excellent sunforger target. I don't like the default art, but I'll proxy until wizards reprints it. - Trimmed because I needed more slots and it is a bit narrow.
Arch of Orazca: Card draw on a land. One of the least efficient versions of this effect, but being able to hit your land drop, hold up mana for interaction, and then turn that mana into draw is very useful here. I've dropped it before to improve my color fixing a bit, but more draw is always appreciated. - Trimmed to make room for scry lands which get me card filtering without spending 6 mana.
Arid Mesa: It's a fetch land. Not necessary in this list at all, but being able to colorfix and choose between untapped mana (basics) or extra utility (Elegant Parlor) is useful. I've intentionally excluded any untapped duals just for the optics of wanting to be non-threatening. People aren't as scared of you if you fetch a basic, and grabbing a tapped land is still lower threat than grabbing a Plateau. - Trimmed to reduce threat, save 1 life, and because shuffling annoyed me.
Bandit's Haul: Ramp and card draw. I feel like I may not have enough cards to consistently trigger this, but even a single draw is pretty decent. - Trimmed because the counters were inconsistent and a bit annoying to remember to track. Still had some fun synergy with stuff like Shinka, the Bloodsoaked Keep.
Bonehoard Dracosaur: Card advantage with flying and first strike. I'm still a little hesitant on impulse draw, but seeing two cards is incredible for hitting land drops. It's also a dragon that makes its own treasures and chump blockers. Solid engine. - Trimmed while looking for cards that had more reliable impact the turn they came down and this can flip a lot of cards I don't want to play yet.
Boros Garrison: Virtual card advantage; play this and get two lands. Best case is pairing with the scry/surveil lands or MDFCs for extra value. It's really slow, so I can understand if people trim it but extra value is really useful when you fit it in. - I still like this card but I'm getting to the point where my hand is usually pretty full and playing a tapped land that doesn't clean out my hand can be very awkward.
Cursed Mirror: This card is really flexible. I don't feel bad dropping it on turn 3 as ramp, but later game you can use it to be a beater or copy a good ETB effect. I'm usually looking for ways to get extra draw or lifegain when this enters, but it's just generally useful. - Trimmed because my current manabase struggles with having a red on turn 3 to play it in the first place and I wanted more consistency.
Demolition Field: Everyone should run some form of land removal to deal with the incredibly powerful lands that are floating around. This deck is usually floating mana anyway, so it's not hard to pay into when you need to. It's also a source of color-fixing if necessary. I also love it as a tech piece against the increasing number of people who skip basics entirely to run MDFCs and utility lands. - Trimmed only because there's not a ton of power lands in bracket 2 and I can't afford to run too many colorless lands.
Destroy Evil: Efficient and flexible removal against the two permanent types that are usually the most dangerous. Not very flashy but it will probably save your life. - Trimmed for Pyrrhic Strike
Elegant Parlor: Fetchable card selection land. I like to squeeze as much card draw and filtering as I can into the list since my commander doesn't cover that for me. This is intentionally my only fetchable dual land because I think it lowers my threat profile a bit to fetch either a tapped dual or a basic. The price has shot up pretty quickly from when I've bought it, so maybe it's higher profile than I was expecting. I cut my fetchland and then cut all my tappedlands for colorless untapped versions instead.
Field of Ruin: Demolition Field #2. Ramping your other opponents isn't ideal, but it can be really useful in niche situations, like if one person is racing ahead and you need other people to catch up to fight them, and it's always funny when someone doesn't run any basic lands. - Cut because ramping other players isn't ideal, and having colored lands helps.
Ghostly Prison: Plays well with the list. It reduces chip damage in the early game and drains the interaction mana from attackers late game. This list has fewer answers to wide boards, so this is an excellent tool to buy time as you're digging through your deck. It's especially helpful to slow down anyone who refuses to cooperate with you and is trying to focus you down. - Another teim that feels kinda crazy because it's part of the core inspiration for the list, but given the choice, I'd rather try to find a card that's a good blocker that also digs deeper into my deck, like Aurelia, the Law Above instead of a card that is 100% a stall tactic against a specific type of deck. Still not 100% sure I shouldn't put it back in.
Liquimetal Torque: The only 2 CMC rock at the moment. Turning things into artifacts is decent politically and it pairs well with the removal in the list that hits artifacts but not everything. - Trimmed because it's colorless and I trimmed about half the synergy pieces.
Metropolis Reformer: Spite creature if you squint. Flying, vigilance, lifegain and hexproof. Solid defensive beater, but don't actually expect it to ever gain you more than a few life; it'll probably die in a wipe or eat removal. Still synergizes with damage redirection, but I'd rather kill someone than gain 50 life. The more I play this card, the less sure I am about it. It has a bunch of parts that make it look like a good fit but none of them are actually the stuff I need. Flying plus vigilance is good, 3 mana is good, player hexproof is good, lifegain is good, and spite synergy is good, but but none of them are good enough that I'd run the card individually. It's just here because it has 5 pseudo-synergistic pieces and I haven't convinced myself that it should be cut yet. - Trimmed to tighten my focus on achieving my gameplan.
Minas Tirith: I'm not sold on this card yet. It's pretty cheap mana-wise, but you can't hold the mana for interaction because you can only attack on your own turn (obviously), which means you can't put mana into it later. I'm testing it for now, but it's relatively low opportunity cost vs a Plans at the moment. - I wasn't using the draw often enough, which makes it worse than a basic plains because they turn on a few other synergies.
Nexus of Becoming: Draw engine that triggers the turn you drop it and lets you cheat mana. I'm a bit torn on this for being a 6 mana investment and being kind of hard to track in paper, but anything that's ramp and draw on a single card is good enough to stick around a while. -Trimmed for Boros Locket. 6 mana is fine but it encouraged flooding the board and didn't leave me mana to work with on the turn I dropped it. Not a bad card, but the consistent 3 mana ramp helps smooth the deck more.
Orzhov Advokist: Redundancy and duplicate of Noble Heritage. I wish there were more versions because things start to get out of control when you're adding +16/+16 to the board every turn. - It feels crazy but trimmed because it's purely a redundancy piece for something I'm reliably getting from the command zone each game. I'm better off filling my slots with the other roles I'm missing, like ramp or draw.
Patriar's Seal: Ramp and utility. This is one of the least useful ramp cards, but it colorfixes and can save your life by untapping Ganax or some other big legendary for a blocker if you need one. I'll probably swap it if I see another rock I like better. - Didn't do anything my deck really needed. Card advantage is so much more impactful.
Riot Control: Still testing this card out but it's been a good addition. Fog and lifegain on a single card leads to some pretty big swings and can buy you multiple turns for 3 mana. Lifegain in general helps a lot in poor matchups where you're too low to survive chip damage and can't set up a good aikido.- Trimmed to play with ratios; the card's basically Time Stretch but a little less thematic than the pure turnaround cards.
Smash: I really like cantripping removal. The biggest problem is that there's not many good versions, especially in Boros. Smash is a good blend of always being able to have a target if you just need the card, and most of the time you can pick off something valuable, like an Aetherflux Reservoir, a Sword or Boots that are getting in your way, or even just a Sol Ring
. Also combos with Liquimetal Torque, but I ran this card even without that synergy. - Trimmed because it's reliable, but pretty low impact. Just because you're going 0 for 1 doesn't mean that it was a meaningful exchange.
Spinerock Knoll: Card advantage on a colored land. Entering tapped isn't ideal, but I've been playtesting it and it's been decent so far. I'll usually choose whatever card I feel like in the moment except for an aikido card, since you can't trigger it when you'd normally want to. My inclination is usually draw > ramp > removal > spite > whatever's left. - Trimmed because it's pretty slow and not the most reliable. I'd rather have a basic mountain to have the mana and avoid nonbasic hate.
Temple of Triumph: Tapped dual with card filtering strapped on. I think temples are pretty good, especially in a list that needs as much card advantage as it can get its hands on. - Trimmed for untapped colorless scry lands instead.
Topple the Statue: See above about Smash, but almost strictly better. This card does the same thing about being cantripping removal but can occasionally tap down a blocker to let you get in lethal commander damage, or do other niche things that no one ever expects. - Also trimmed to try to find cards with a bit more impact.
Visions of Phyrexia: Draw engine with some ramp attached. I like this for being able to hit my lands, or turn things into powerstones to play my ramp or draw cards with my mana sinks. Worth noting that this will make a powerstone the turn you play it unless you've cast a spell from exile that turn already. - Trimmed because it's usually coming out on turn 5 and it's pretty slow, with it having pretty high odds on flipping a card you can't drop.
Wild Ricochet:I've gone back and forth on this card because it's disappointed me a few times. 4 mana and not hitting abilities puts it at the bottom of my list, but when Deflecting Swat got put on the Game Changer list, it's the closest replacement. Ricochet does have some niches in letting you copy spells without targets, so you can steal a win off a big Exsanguinate or Torment of Hailfire. - Swat came off the GC list so this goes back into the backup list.