During your opponent's next turn, if this Pokemon is damaged by an attack(even if it is Knocked out), put damage counters on the Attacking Pokemon equal to the damage done to this Pokemon
(I always imagine it like being what youd get if chess had certain edge cases where rooks could fly, bishops could teleport, or for a second, pawns were driving tanks.) Since the game is built around several thousand collectible cards, and almost every card has some additional unique ability to it one way or the other, it creates an endlessly manipulable, constantly surprising experience
5-cost Doflamingo, Ace, and Luffy are strong plays that activate their effects if they see two rested Characters
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Similarly, a deck built around very expensive spells (such as Dragons or spells like Exsanguinate with in their mana cost) will likely play powerful, expensive ramp no matter the cost of its commander
Giving equipped creature +1/+1, trample and lifelink is incredibly helpful in all sorts of Commander decks, but that activated ability to remove hexproof and indestructible from permanents your opponents control for just one mana is huge for breaking the otherwise unassailable defenses many Commander decks can put together