Here's the mana symbol count for each color in the list: White: 35 Blue: 14 Black: 18 Red: 12 Green: 23 The way this looks, I should be running more White lands than any others with a secondary focus in Green (especially since I need to hit the early ramp cards more)
so many decks try to combo off with Treasures, and forcing them to enter the battlefield tapped means they cant use them until their next untap step, which might be all the time you need to finish them off
There's an important caveat, though
If he weren't already the goodest boy, he's even better as he comes ready to rumble with Flash
But hey, the game's quite free to play these days for the earlier story aspects, so give it a try and learn more about it for yourself
A cheap flash creature you can hold up alongside countermagic or removal slots into the archetype perfectly, especially when it comes with a powerful disruption ability