Do you have to start defending yourself right on turn one, or might it be okay if you sometimes don't play anything until turn three
Here are the three cards you need for the 'Soaring Hoppip' secret mission: Hoppip #1 (One Diamond) Skiploom #2 (Two Diamond) Jumpluff ex #86 (Rainbow / Two Gold Star) Rewards: 36 Wonder Hourglasses, 12 Pack Hourglasses and 10 Shop Tickets
The next step: It would be really cool to be able to easily do a booster draft using the generated sets, or to print the cards and going from nothing to a completete physical set
You can have a giant Syr Ginger just by throwing Blood tokens and Treasure tokens away
I have a Chatterfang, Squirrel General Historic Brawl deck (the closest format to Commander on MTG Arena) where some players have conceded when I go wide with too many tokens
This means you can Chain block to get the effect you want to resolve to be guaranteed, as opponents can only Chain to the last card in the Chain