Esper Sentinel pips both Archivist of Oghma and Deep Gnome Terramancer to a spot on this list, and its because the latter two cards both require opponents making deckbuilding decisions we cant control
The main way to lose initiative is to take combat damage from an opposing creature, which in turn grants the initiative to the attacking player
Vanilla creatures often aren't played in the 99 of a deck, let alone as its commander
1 Token/ad card or art card 65% of Play Boosters contain a token/ad card
Escarpment Fortress | Illustration by Vaigintas Pakenis The number to the right of the / in the lower-right is a creature's toughness and represents how much damage that creature can take before it dies (if it hits 0 or less)
When opening the booster packs, I didn't snag any Enchanteds, but I did manage to get a few Legendary cards like "Diablo - Devoted Herald" and "The Queen - Diviner." Other highlights include the Legendary card "Piglet - Sturdy Swordsman" and "Daisy Duck - Musketeer Spy" (a Common card, but the art is really nice)