Here is batch 2 of 2 of the multicolor cards, including the Commanders. I will highlight the Commanders that have [Partner] and the ones headlining a deck [Deck Commander]
Duneblast: You keep your one best creature and all of your opponents lose theirs-well, at least the ones that are not indestructible.
Edric, Spymaster of Trest: Very interesting card. You are rewarding opponents for weakening other opponents. I like it a lot.
Enduring Scalelord: a surprising inclusion from all those casual Dragons in Dragons of Tarkir. Will be good with Hardened Scales on the board.
Etherium-Horn Sorcerer: Cascade is a really good ability. It's a free cast for the next non-land card in your deck. If you have cards that shuffle your library, you can redistribute all the lands that ended at the bottom of your library.
Fathom Mage: Nice card draw in Commander, and the counters are a nice bonus.
Filigree Angel: That can be a lot of life gain. It's a late game cast. You will likely really need that life to get you to be ahead of all of your opponents-at least the ones still left standing, and if you are casting this, you are one of them.
Ghave, Guru of Spores: Another Saproling token generator. That's great. It comes in srtong on its own as well.
Glint-Eye Nephilim: There is a reason why the Nephilim didn't get much play, and here it is. I am glad only one got included in a 'well, here it is' sort of way. It comes in as a 2/2; you need to discard a card to boost it, and it took you four different colors to case. Enough said.
Gwafa Hazid, Profiteer: a very interesting creature that I have not played. I would put the counters on my own creatures that I didn't need to attack with or on some big threat for which I would rather give my opponent a card than lose the game.
Hanna, Ship's Navigator: it's somewhat of a heavy cost, but if you have a really good artifact (Wurmcoil Engine) or enchantment (Doubling Season) in your graveyard, the cost is certainly worth it.
Horizon Chimera: it would be bonkers with the opposite clause ('you draw a card every time you gain 1 life') but that's just broken. As it is, the most important feature is Flash to chump block in a desperate situation or to take something out by blocking it. You need to have four mana available, though.
Iroas, God of Victory: Devotion is not easy in these four color decks in the early to mid game. The Menace clause is the one that is really awesome, and, to a lesser extent, the prevention of damage.
Jor Kadeem, the Prevailer: a better creature in Commander than in Constructed. It's not great by itself. You will need to set it up with a bunch of artifacts.
Juniper Order Ranger: a mid to late ame nice play that boosts creatures entering the battlefield and itself. Nothing super threatening here.
Korozda Guildmage: this was not a great play when it was in Standard. In Commander, you will have a lot more mana to trigger those mana abilities.
Lavalanche: I would want to play this to finish up a player more than to take out a bunch of creatures, but it does both anyways.
Master Biomancer: a great play. Every creature that comes in after this gets buffed up a lot. Sweet reprint.
Merciless Eviction: it exiles. That's very strong. A great reprint in a product that will be printed to oblivion.
Mortify: needed target removal.
Nath of the Gilt-Leaf: it comes in mid to late game. You can pick an opponent that only has one card in hand. That's going to hurt.
Naya Charm: the tapping ability can be really crippling, and it's an instant.
Necrogenesis: it's any graveyard, not just yours. Great play. I need to build a Saproling deck.
Progenitor Mimic: unless someone board wipes you, after you cast this, you can go on quite the rampage.
Putrefy: needed target removal.
Rakdos Charm: a great tool against all those threatening graveyards, a nasty artifact, or a bunch of Saproling tokens. I think this card is really good in a table playing one of each of these decks only.
Rubblehulk: it was too heavy for Standard. It seems fairly costed for the mid game in Commander.
Selvala, Explorer Returned: a nice 'group hug' effect to get the game unstuck or to go faster.
Sharuum the Hegemon: one of the best Commanders, period. A heavy cast that you can use to reanimate something even bigger.
Spellheart Chimera: this is one of those cards that can be good in Standard and not incredible in Commander. It's only your graveyard that boosts it. It must be in here to fit into the deck's mana curve.
Sphinx Summoner: it's a tutor effect, and those are always great, even if you have to pay to cast whatever you tutored.
Sydri, Galvanic Genius: Incredible artwork by my favorite Magic artist, Therese Nielsen. Those are some great abilities. I can see some wild plays with this card late game, when you can make a 7 drop artifact a 7/7 artifact creature. You can give that same creature deathtouch and lifelink.
Terminate: a classic reprint from Planeshift.
Utter End: it exiles. That's powerful.
Vorel of the Hull Clade: I so wanted this card to be good in Standard. I tried real hard with no success. Maybe it will shine in Commander. Doubling counters is great, and it's even better in a format where something can have a large number of counters.
Vulturous Zombie: reasonable gain of counters to destruction against your opponents. Once it passes into 5/5 and above, you can cast Languish against an opponent and boost this up a lot.
Whispering Madness: another card for the 'discard your hand and draw seven cards' theme founf on several red cards in this product.
Wilderness Elemental: that can be a lot of power if you keep to these four color decks and they necessarily greedy manabases.
Zedruu the Gratehearted: a very interesting Commander. I should try to build a deck around it. I would have to find permanents that really suck for my opponents. There is use for terrible cards, and here is a good one!
Zhur-Taa Druid: I played this a lot when it was in Standard. It's a solid mana dork that pings for 1 damage. No complaints for this inclusion.
Everlasting Torment: interesting card. I want to see it in play to understand how good it can be. Wither and Persist are great abilities.
Mirrorweave: another interesting card I need to see in play to understand better. You make all creatures, yours and your opponents', the same non-legendary creature. It's an instant. You can play it after blockers have been assigned. If your creatures were really weak and you are just chump blocking, you will be able to take out all of your opponent's creatures along with yours. If you choose something indestructible, no damage is dealt, and nothing dies.
Selesnya Guildmage: the mana abilities are too expensive for Constructed, maybe not as much in Commander.
Spitting Image: a late game play in Commander that will enable you to copy any creature. That can be the biggest creature on the board, and it may not be your creature.
Thopter Foundry: if you can recover the artifact and do this again, you will have yourself some cheap Thopters.
Worm Harvest: a great reprint. It can drop many tokens.
Trial/Error: the counterspell half seems stronger.
Order/Chaos: both halfs are great in many situations.