Any deck that wants to cheat big creatures into play and doesn't care much about typal synergies can give this a look, as can any deck that can reuse its enters ability to get another double helping of cards to hideaway
In fact, it is faster and deadlier than almost every other Legendary, which at least needs a bit more setup before they can start closing games
That being said, this is one mechanic I am grateful to never have to deal with again.
And thus, Emerald Charm was a handy solution to any global enchantments (for you younglings, those enchantments which don't enchant anything in particular, such as Form of the Dragon or Worship), a way to bring flyers down to earth, and a second use of a utility creature, all wrapped into one neat little charm
After getting their enthusiastic approval, I set myself the goals and tasks and started iterating with my special stakeholders
Spending the extra 5-10 minutes to get a scan receipt will make any kind of claim so much easier so its always worth it to me