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Elves and Goblins are already pretty strong even without any tribal lord
As a bystander to the format, I can say that before Modern existed, the Extended formatwhich encompassed anywhere between the previous 4-7 years of Magicwas much maligned
A key (more difficult and less straightforward) skill that successful players boast is the ability to find two-for-one opportunities in game
This one cost sorcery has flashback for three so it's playable twice, and then it's a great first turn play, second-turn ramp or rock like Arcane Signet or Rampant Growth, third turn flashback
I like that Archangel of Thune provides Karlov with additional +1/+1 counters when you gain life, giving you enough counters to exile creatures off two pips of life rather than three