Players who have successfully developed to reach their mid or end-game are far less likely to run out of mana than they are to run out of cards to spend it on
$0.35 Marchesa's Smuggler Conspiracy $0.59 Hibernation's End Coldsnap $4.49 Battle of Wits (1446 - Non-Foil) Secret Lair $2.79 Unspeakable Symbol (Scourge) Mystery Booster/The List $0.35 Grenzo's Cutthroat Conspiracy $34.99 Samut, Voice of Dissent (1451 - Inigo, Avenging Swordsman - Non-Foil) Secret Lair $0.35 Marchesa's Infiltrator Conspiracy $1.49 Satoru, the Infiltrator Outlaws of Thunder Junction $4.49 Tyrite Sanctum Kaldheim $3.99 Arcbound Crusher Darksteel $54.99 Fynn, the Fangbearer (1449 - Westley, Dread Pirate Roberts - Non-Foil) Secret Lair $14.99 Baral, Chief of Compliance (1447 - Vizzini, Criminal Mastermind - Non-Foil) Secret Lair 0 results found
They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text
Creatures (10) 2 Kalitas, Traitor of Ghet 1 Linvala, the Preserver 1 Archangel Avacyn 1 Bruna, the Fading Light 3 Gisela, the Broken Blade 2 Thalia's Lancers Planeswalkers (5) Lands (26) Spells (19) Having access to this super=powerful and robust late-game win condition is also a welcome addition to control decks these days
It's exile-based mill too, so no incidentally helping out the graveyard deck
Add on the potential to do all that for just two mana if you draw this off the top of your deck, and you've got a card that is likely to see itself in many black decks whether they focus on reanimation or not