But Sunder the Gateway, as slow as it might be, gives you the modularity to add a Disenchant option to your deck, while mostly relying on its second, more consistent effect
I get why they might not include this in a precon, but when we're upgrading, card draw with a win condition tacked on is just too good to ignore
Some appear as a one-off, only being created by one card from one set, while others are evergreen and appear in practically every set
A 3-mana 3/3 that provides additional pressure and transforms into a stronger version of itself and forces your opponent to 2-for-1 themself to remove it with incidental lifegain attached to the incidental graveyard its rather absurd to think about
Protect them as they multiply, then wipe out foes with a single attack
Free enchantment recursion every turn is great, and it'll be incredibly easy to avoid those finality counters from mucking up your plans