One recent addition is Faith Healer because Ive found being able to sacrifice an enchantment to protect from an exile effect has been clutch, and occasionally the life boost has been a literal lifesaver
The Spells/Traps that can destroys cards are "Dark Hole" (monsters), the already mentioned "Hunting Ground" (Spell/Trap), "Mystical Space Typhoon" (Spell/Trap), "Smashing Ground" (opponent's monster with the highest DEF), "Bottomless Trap Hole" (opponent's monster with 1500 or more ATK), "Icarus Attack" (2 cards), and "Mirror Force" (opponent's monsters in Attack Position)
Still a lot of room for End Hostilities and Empty the Pits
And you cannot have a laugh with him when the game takes an unexpected direction, On the other hand, playing in person adds a few more layers of complexity to your games as you have to adhere to a strict etiquette and timing, and sometime you have to sit out a game if there is an odd number of players
Well, its a bit more than that
They are burst ramp and not sustain ramp and so they go a lot better with some types of cards than others