What makes it good is when you put most or all of your lands in the bin in the early game to wiggle out of an awkward spot and manage to steal that game several turns down the line despite the huge setback
He also has a neat card draw ability for any equipped creatures youve got attacking, and once he hits power 7, youll be able to create two Treasure tokens for added ramp
You'll want this counter as soon as possible, so to help offset the discard, let's turn a disadvantage into an advantage with a mechanic that loves discard: Madness
You can generate a colorless mana without any downside, or fix colors while casting a legend, not to mention the cant be countered clause
I do think a lot of these cards need haste because you only have a single opportunity to swing with them and then they are gone, but maybe that final trigger is more than enough
Plane: Whenever you roll Chaos, Dal-Shan deals 1 damage to each creature