They can fill in for most roles a D&D party may lack
Based purely on pull rates provided in-game, Gold Crown cards are the rarest and hardest cards to pull in TCG Pocket, with an individual pull rate of less than 0.1%
Oh and I guess theres Glen Elendras Answer, but its really a win-more kinda counterspell for Commander
Bracket 4: Optimized Players expect: Decks not to adhere to the cEDH metagame reserved for Bracket 5 Decks to be lethal, consistent, and fast, designed to take people down as fast as possible Game Changers that are likely to be fast mana, snowballing resource engines, free disruption, and tutors Win conditions to vary but be efficient and instantaneous Gameplay to be explosive and powerful, featuring huge threats and efficient disruption to match Generally, you should expect to be able to play at least four turns before you win or lose
However, the most amount of Lore a location can be worth is two points, and since this Peter only nets you one point himself that means he cant get a ton