Best case, this becomes a key sideboard card and spikes to like $10 at some point
The first goes hand in hand with the Dungeon cards, which I'll get to shortly, but are great fun
This can do a lot of fancy stuff, including copying the activation of a Fetchland to help ramp you, which is a powerful effect to have in blue
There's literally nothing desirable here, and the card choices don't even feel all that flavorful, with rather weak connections to their reskins
One more trample-granting instant to mention is Overprotect for a creature's protection and aggression
In the battle between Absorb and other three-mana counters Absorb would almost always win out if it was easily castable, and it was even a small incentive to choose white over black as a secondary color