The philosophy is that every card that exists in the Modern format is, unsurprisingly, a part of Magic's modern game design
With the right sleeves and the Split and Conquer technique, you can go from fumbling with your cards to shuffling with a smooth, confident rhythm
Skills a strong commander should have: they should be cost efficient / cheap and/or easy to cast they should have good stats for their costs they should have as many good effects as possible they shouldn't have any ot to many downsides they should have a high/good coloridentidy they can break parity in some kind of way they have inpact as soon as they enter the board (either they have haste, or a good ETB- or static-Effect or they have triggered ability) Commanders from Tier 0 to Tier 4 are commander who can be easily broken with specific cards
If you get to cast an instant or sorcery from the spell you exile on top of your library, you can then trigger her second ability, allowing you to copy that spell, or the second spell that should still be on the stack at this point
It does cost one mana, and it can eventually grant double strike, but that's stretching all sorts of boundaries and definitions