Terra herself has the ability to enter a trance that allows her to fly (at the cost of milling two cards) and whenever she deals combat damage, you may pay additional mana to resurrect creatures from your graveyard
Permanent ramps are easiest to answer and give your foe's a turn to answer with sorcery speed stuff, only Blue can counter a Dark Ritual so they feel fairer
Its a little horse. Krizz, gate guard Illustrated by Titus Lunter Standard Not Legal Alchemy Not Legal Pioneer Not Legal Historic Legal Modern Not Legal Brawl Legal Legacy Legal Comp
Theres also ChromanticoreChromanticore, which is just one of the coolest creatures ever printed
It offers possibilities that all the instants and sorceries on the list cant, which makes it an appealing choice in the right shell
Just try to remove as much as you can with direct damage early and be sure to, uh, be prepared for Be Prepared going into turn 7