Naturalize Anger Annex Birchlore Ranger Basking Rootwalla Cabal Ritual Cabal Coffers Wishes Chain of Vapour Chain of Plasma Chainer's Edict Circular Logic Devastating Dreams Dwarven Blastminer Enchantress Presence Fiery Temper Genesis Goblin Piledriver Goblin Sledder Ichorid Krosan Reclamation Lightning Rift Mirari's Wake Mesmeric Fiend Nantuko Husk Nantuko Shade Nostalgic Dreams Putrid Imp Riptide Laboratory Sickening Dreams Skirk Prospector Sparksmith Sylvan Safekeeper Tainted Lands Violent Eruption Voidmage Prodigy Weathered Wayfarer Whipcorder Wirewood Herald Wonder 10
None other than the terror that flaps in the night himself Darkwing Duck
War Room War Rooms activated ability is a bit too costly (and painful!) for frequent use, but the option of sinking some extra mana into a card draw effect at instant speed is never a bad idea
And then, likely as a response to all the item shenanigans, we saw hyper-aggressive decks popping up, hoping to close out games before the long-term value of items could payoff
But if you protect it (or just know your pod never runs enchantment removal) you get a disgusting chain of value
Both are valuable, but card selection focuses on precision, while card advantage prioritizes raw resources