Yshtola Rhul Magic is absolutely lousy with cards that give you extra combats, but theyve been experimenting more with effects that tinker with other parts of the turn
The sets particular vibe makes it an interesting pick for players who want something a little different from classic Magic aesthetics, while still offering plenty of deck-building potential for casual sessions or returning players looking to refresh their collections
They are now more about fixing than ramp in many cases
You can even choose characters who don't have official names, as long as they're clearly defined characters, like the Wanderer
Your own pod counts too: games you track at the table or log after playing feed the same rankings
One your mana was doubled there were any number of ways to start generating massive card advantage and take over the game in short order, with Wrath of God serving as the four-drop to lead into the Wake and Mirari itself, which was usually the way things ended