This means eliminating many of the Traps and Field Spells that may be preventing you from winning the game
They're often worth more than people realize
Agency Outfitter Devious Cover-Up Enhanced Surveillance Finale of Revelation Frostpyre Arcanist Ghostly Castigator Gifts Ungiven Grasping Current Guile Intuition Invasion of Arcavios Jace's Ruse Midnight Clock Mystical Teachings Nexus of Fate Oracle of Tragedy Paradigm Shift Phantom Carriage Psychic Spiral Put Away Ral's Dispersal Rhythmic Water Vortex Saiba Syphoner Scour for Scrap Spirit Water Revival Spring // Mind Step Between Worlds Stream of Thought Tamiyo Meets the Story Circle Teferi's Wavecaster The Bath Song Timetwister Transmute Artifact Turtles in Time Vizier of the Anointed Weftwalking Whirlpool Drake Yanling's Harbinger
Sorceries such as Peek, Ponder, Preordain, Portent, and Serum Visions are less useful as they can't be used as combat tricks, but still good for providing prowess creatures with a boost before combat
Both of these pair nicely with a spare Level 6 to make Red-Eyes Zombie Dragon Lord, as redundancy for Mercurium, its effect less relevant than being a Level 10 Zombie Synchro
[source appmagic.rocks, via pocketgamer.biz]