Those two cards are not only great getting your creatures tapped, they also give you something powerful to do with all those extra creature tokens, as you can use those Enchantments to start tapping down your opponents stuff, and things can snowball from there
However, that wont work in a real game
You get a full two turns to play these cards so the impulse effect is fairly lenient and because at the time of writing this card has been recently printed, it's very accessible too, much cheaper than the identical Reckless Impulse
You might have to banish your own copy from the Deck , but it is a small price to pay to negate a game-winning effect
All manner of decks are excited to slot her in as a nice one-off Citadel on a body
Here are a few strategies to consider: Energy acceleration : Certain cards and abilities allow you to attach more than one Energy per turn