Draft only, as even Turbo-Fog Guy doesnt super-want this Fog, and giving your team hexproof isnt the same as making your team indestructible (plus three-cost isnt the same as two-cost)
#5: Heroic Intervention One of the best protection cards in all of Magic: The Gathering, Heroic Intervention almost guarantees your ability to keep your most valuable cards safe from opponents removal, ensuring that the fulcrum of your current play isnt removed before it really has a chance to kick into gear
While he's part of the main set, not the Commander precons, I don't see Zell Dincht being a Standard-playable card
You dont need a big reason, just a real one: Snapcaster Mage alongside removal, countermagic, and so on
(10/7/2022) In a Commander game, if a commander is in the command zone, its owner puts it into the command zone of the subgame and removes all stickers from it