It benefits from that, and also makes the Commander big in a sort of covert way which makes it avoid conflict for a while
Ranking: Could Be Fun Neriv, Crackling Vanguard Neriv reminds me of a Mardu version of Gimbal, Gremlin Prodigy, but instead of making tokens, we get impulse draw, which lets us take full advantage of cards that want us to play cards from exile, like Pia Nalaar, Consul of Revival, Prosper, Tome-Bound, and Iraxxa, Empress of Mars
What takes the challenge from 'difficult maths problem' to 'difficult maths problem you must solve while someone pokes you with a compass' is the fact that, when you're brand new, you'll inevitably come up against opponents who already know how to build a deck, and also simply own better cards than you
Evasive creatures like Signal Pest and Vault Skirge are important because you want to win quickly