Heres what it does: If you control a Spellcaster monster, you can target 2 Dragon monsters in your graveyard (including one normal monster) and special summon them to your side of the field, with the downside being that your opponent takes no more damage for the rest of the turn
Competitive deck building relies on creating powerful and unexpected card combinations

Deck Recipe [Gem-Knight First-Turn Kill] Monsters (15 cards) Summoner Monk x3 Armageddon Knight x1 The Phantom Knights of Dusty Robe x1 Shine Knight x1 Rescue Ferret x1 Synchro Fusionist x1 Jet Synchron x1 Crystron Citree x1 Crystron Rosenix x1 Gem-Knight Lazuli x1 Gem-Knight Lapis x1 Spells (24 cards) Black Garden x1 Gem-Knight Fusion x1 Broken Bamboo Sword x3 Cursed Bamboo Sword x3 Moon Mirror Shield x3 (any Equip Spell will do) Chicken Game x3 Magical Mallet x3 Reload x3 Pot of Duality x3 The Humble Sentry x3 Traps (1 card) The Phantom Knights of Shade Brigandine x1 Extra Deck Monsters (15 cards) Isolde, Two Tales of the Noble Knights x1 Accesscode Talker (Selene, Master of the Sacred Magic Queen) x1 Crystron Halqifibrax x1 Mecha Phantom Beast Auroradon x1 Gallant Granite x1 Gem-Knight Pearl x3 Coral Dragon x1 Garden Rose Maiden x1 Crystron Quandax x2 Elder Entity N'tss x1 Gem-Knight Lapis Lazuli x1 Gem-Knight Master Diamond x1 How to Play The required cards in hand are " Summoner Monk " and any 1 Spell Card

Also, Golgari not only has plenty of other good removal spells but is also a guild thats based around putting as many creatures as you can into the deck
This is doubly true if you unlock Zane's Cyber Dragon, since a easy-to-summon bunch of 2100 attack monsters coupled with other machine monsters with decent stats will allow the player to make a viable deck on first few days of part 1 easily
If each investigator has their own collection of cards, they should each use their own pool of weaknesses constructed in the same manner, so as to avoid players cards getting mixed together accidentally