I try to make sure I end up with 4-6 lands, 4-5 card draw spells, and as much removal as I can get my hands on (which does make it a higher pick usually)
It passes the vanilla test with flying colors.
While we do an average of about ten damage, we would much rather have a card that does a guaranteed ten damage since the 21st point of damage is worth way less than the twentieth and almost all of the 1000 damage is pretty silly overkill
Its even, dare I say it, a fantastic set for Cube pickups
'Final Fantasy's' Influence on MTG's Future Mechanics "Magic: The Gathering" will continue to transform, and we could only expect more about the crossover of MTG and Final Fantasy especially with how the mechanics will be brought for future updates
That combination makes it terrifying in proliferate builds, where it turns every tick into twice the value