Often, I see people try to go for a win at the wrong time, get stopped, and then almost completely give up, not just because they get stopped, but because their deck no longer has the tools to win
Force of Will is a five-mana Blue instant that allows you to counter any target spell, but its got an alternate casting cost
Adventure Lands Ishgard, the Holy See Jidoor, Aristocratic Capital Lindblum, Industrial Regency Zanarkand, Ancient Metropolis Midgar, City of Mako The adventure lands from Final Fantasy provide utility in specific decks, with the upside of a land drop after the adventure
And you don't have to worry if you Cascade into a creature
Arms Of Hadar will have a spot in any deck that runs black, as it will shut down plenty of small, fast aggro decks
1 Woodland Cemetery