To supercharge these effects, the best enablers are cards that add, move, or multiply charge counters
Want to clear out your opponent's huge threats, as well as all of their artifacts, while keeping your army of tokens intact
While Quick Draw loves to have a lot of mana to cast a bunch of spells per turn, it doesn't need every land in its deck to do so
A free-entry weekly event rewards a Rare or higher ICR from the Standard pool for each of the first two wins, which then make you eligible for a cosmetics code one can get from a local Magic store
Pair its token creation with Impact Tremors and its many variants to unleash a flurry of damage that ends the game in an explosive turn while retaining enough stops to make it applicable in low Bracket 3 or Bracket 2
Drawing a card is big, and is the kind of thing your opponent will have to account for one way or another, or the extra cards this gets you will help you win the game