The second new rarity is Iconic, and it looks to live up to that name
King Harad's Revenge Must be blocked can be useful, and +1/+1 for each creature is okay, trample is nice, but a sorcery that does this, and for 3, seems too much to me
Virtually every deck needs to play lands to get going, but if you drop an early Cemetery Gatekeeper and exile a land (which there should be abundance of in eternal formats), then is your opponent forced into not playing lands until they find an answer
Its also nice to see a commander thats specifically geared toward adventure spells
Power still creeps out of manholes, and cards like Michelangelo, Weirdness to 11, Super Shredder, and The Ooze are very exciting to open