Finally, Avalanche Riders is a fine sideboard card against greedy decks, but I almost never start it
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It's not quite as good as drawing cards, but it's very close, and it's something you can fit into artifact strategies too

Golgari Charm Heroic Intervention Infuse with Vitality Mausoleum Secrets Not Dead After All Obscuring Haze Putrefy Return to Action Supernatural Stamina Undying Malice Sorceries (15) Buried Alive Casualties of War Coiling Rebirth Command the Dreadhorde Culling Ritual Diabolic Tutor Evil Reawakened Regrowth Rise of the Witch-king Sam's Desperate Rescue Splendid Reclamation The Final Days Traverse the Ulvenwald Unearth Zombify Enchantments (5) Greater Good Insidious Roots Journey to Eternity // Atzal, Cave of Eternity Kenrith's Transformation Virtue of Strength // Garenbrig Growth Artifacts (6) Arcane Signet Commander's Sphere Golgari Signet Talisman of Resilience Trailblazer's Boots Zephyr Boots Lands (37) Blooming Marsh Festering Gulch Forest x11 Golgari Guildgate Golgari Rot Farm Haunted Mire Hissing Quagmire Jungle Hollow Necroblossom Snarl Swamp x11 Tainted Wood Temple of Malady Temple of the False God Twilight Mire Viridescent Bog Woodland Cemetery Woodland Chasm This deck is weighted heavily towards recursion because opponents know a card called Ragnarok is going to be powerful

With Crimson Nova needing differently named Cubic cards, it is essential to play multiple different Cubic monsters in the Main Deck
As the creepy art suggests, this blue enchantment strips an opponent of their power and agency on the board by muzzling a particularly aggressive creature