Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Questing Beast is a mono-green aggro/Voltron beater that comes down on turn four and immediately attacks thanks to haste. Suit it up with auras and equipment to push lethal commander damage, leveraging its evasion against small blockers, vigilance to keep attacking while defending, and deathtouch to trade up. The game plan is fast, relentless creature damage backed by ramp and protection.
Immediate haste threat that demands answers the turn it lands
Hard to block profitably (evades power-2-or-less, deathtouch, damage can't be prevented)
Vigilance lets it pressure and defend simultaneously
Mono-green gives access to the best ramp and the cheapest commander in the format
Mono-green struggles to interact with the stack and remove enemy threats
Highly reliant on the commander; vulnerable to repeated removal and tax
Single-target Voltron is slow against combo and go-wide decks
Limited card advantage and no built-in evasion past blockers larger than 2 power
Refuels your hand and makes blockers, addressing green's card-advantage problem.
Lean into protection and evasion: add Lightning Greaves, Snakeskin Veil, and Heroic Intervention so your threat survives interaction, then increase trample sources (Loxodon Warhammer, Bear Umbra) to guarantee damage gets through. Tighten the ramp suite with Sol Ring, mana dorks, and fast lands to deploy and re-cast the commander ahead of curve, and add Berserk or Embercleave-style finishers to convert hits into lethal blows faster.