While this is beneficial for opponents to increase the power of their creatures, it comes at the cost of you being protected from them until the end of the turn
For those unfamiliar, I mainly play Battlecruiser and Low Power, so most of these cards arent going to be your new hidden tech for competitive play, though I will be hinting at some best in slot options that currently get played and highlight some lesser known variants with similar effects
On three occasions in the history of this game, we've had a Standard environment where madness was legal as was this powerhouse
But he's uninkable, has 2 less Willpower and 1 less lore
Just get some mill going, and you can reanimate these powerful cards as 3/3s
Cantrips that cheap don't really represent an investment or commitment, and often end up as generically useful filler - you don't need to be running a defensive strategy for them to end up beating out more narrow cards for inclusion in decks