Cards like Nibelheim Aflame and Sephiroth, Fabled SOLDIER would make the list of busted mythics, but they dont play well on the splash
The high land count is also essential for my Plan B to win the game: the lands themselves
The first mode can deal 4 damage to a planeswalker, which will kill or severely weaken most walkers
However, these anti-synergies always sound worse in theory than they are in practice (see the current build of UR Murktide), particularly giving the turbo-fueling that DRC provides
It becomes a copy respectively of Cauldron Familiar, Escape to the Wilds, Fires of Invention, Lucky Clover, Mystic Sanctuary, Once Upon A Time for the rest of the game in all zones
Ive got a list of things that I think will help you build the deck, and which have a very good chance of inclusion