This gives you less reason to keep the Plains because you want a density of threats to fight through a slower deck, and the game is also more likely to get to a point where you naturally draw seven lands over time
Abyssal Harvester Arbiter of Woe Bloodletter of Aclazotz Bone-Cairn Butcher Bringer of the Last Gift Chaos, the Endless Demon Wall Desecration Demon Doomsday Excruciator Fiendish Panda Gurmag Rakshasa Ifrit, Warden of Inferno Iron Giant Madame Null, Power Broker Miasma Demon Rakdos, Patron of Chaos Rakdos, the Muscle Rot-Curse Rakshasa Rune-Scarred Demon Savanti Romero, Time's Exile Shefet Archfiend Summon: G.F
This enchantment creature gives you a source of virtual card advantage by letting you play lands off the top of your library
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The second +1 adds two red mana to your pool
He's a guy that's always felt like Lava Spike to me, despite the fact that he doesn't disappear of his own accord