They can be solved fairly easily, and, unless combined with the other half of their combos (proliferation of counters, Mycosynth Lattice, Wheel of Fortune), dont have a huge impact on the game for more than a couple of turns
Having jump-start on this card makes it especially powerful as you can essentially do a one-two punch with your strongest creature, which could potentially close out a game
Nothing, other than Wish, is near it, and then only in the right circumstances
Seuss Cat-in-the-Hat
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