Being able to act as a fetch land, a draw spell, and a pitch to Forces all at the same time is a very good reason to understand why this card is so subtle but powerful
Maybe not every single one of them, but the average playability of these cards is off the charts
Its interesting to see Blue shift into token generation rather than fall into hard countermagic and clunky win conditions
Blue Always Play: Sea Gate Restoration, Glasspool Mimic, Jwari Disruption Often Play: Silundi Vision, Umara Wizard Rarely Play: Beyeen Veil Blue has three MDFCs that I view as auto-includes
(They can't be the targets of spells or abilities.) Whenever Kashi-Tribe Elite deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step
You will be able to play a 10-cost Character for just a cost of 3