Of course, the Equinaut decks doesn't run on bounce creatures alone, so I might touch on engines and efficient beaters like Watchwolf in future lists
Association with Rarity Here are effects that don't tend to start until rare: Alternative win conditions Copying permanents Counter doubling Damage doubling Extra combat steps "Lobotomy" (removing all of one card from the game) "Maro" ability (power/toughness equal to hand size) Mass creature destruction "Meddling" (name a spell that then can't be played) Massive token creation Permanent control change Playing cards off top of library Spell copying Spell redirection Tutoring creature from library onto the battlefield Mythic Rare Complexity We allow advanced board complexity at mythic rare, but actually require lower comprehension complexity at mythic rare than we do at rare because we want players to understand what the mythic rares do
These cards are useful in almost every matchup, so even though they aren't on-theme for this deck, they're too good not to include
This swaps Blue, with no enchantment support, for Green with things like Vesuvan Enchantress
As long as a creature has a double strike counter on it, it has double strike
The design team (Bill Rose, Joel Mick, Charlie Catino, Don Felice, Elliot Siegel, and Howard Kahlenberg) expressed interest in exploring effects that were too small to go on a spell