Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to Tuvasa may become lethal if some of your enchantments leave the battlefield during that turn
Dredge is on hand to bring back any crucial lands, and it opens up plenty of interactions that keep The Necrobloom's tokens-and-landfall schtick feeling interesting
Assimilate Resistance is futilefor your opponents at least
Whenever Cecily, Haunted Mage, you draw a card and you lose 1 life

Quandrix students, help me count to five: Primo, the Unbounded, which I will absolutely be building, introducing the first-ever base-power-0 matters commander that builds big Fractal tokens when creatures with 0 base power deal combat damage Yavimaya Bloomsage, the only creature in the prepare cycle to feature a flat-out banned card in Channel, made ready by putting a +1/+1 counter on a creature that subsequently has power 7 or greater Owlin Spiralmancer, a powerful creature that copies the first X-cost spell you cast every turn (including on your opponents' turns) Nexus Mentality, a member of the highly exclusive club of cards that can move counters between nonland permanents (sadly, this doesn't let you rip counters away from Dark Depths) Turbulent Wilderness, the final land (for now) in the Turbulent cycle When it comes to blue-green, it can sometimes be difficult to build a deck with a cohesive theme that doesn't lean too hard on broad themes like +1/+1 counters or Lands Matter

Sephiroth, the Savior is an excellent fit for the Phyrexian angel, and Tetsuya Nomura's art here is gorgeous