Magic was the very first TCG ever created, and as you can probably expect, trying to put its foot out there was not without some design decisions that don't reflect what you find in more modern cards
Prized Amalgam can tag along when Bloodghast comes back, and getting a recurring 3/3 beater for zero mana is the height of efficient
Return that creature to its owner's hand at end of combat
The real value in 1-mana counters is that the single Island youve left untapped doesnt look nearly as much like a Counterspell, which you can use to lull your opponent into a false sense of security
It also is full of pinger effects and some sacrifice plans as well, but it always prioritizes combat over anything else
Youll want self-mill and permanents that have spell-like effects, like Sakura-Tribe Elder to ramp or Seal of Primordium to Naturalize