Id also say that cards that let you bend the rules of the game are weird
You pay the cost and exile the card and get to resolve the effect, like Qarsi Revenant, which lets you add a flying, deathtouch, and lifelink counter to one of your creatures, which is pretty good
But thats just my thoughts out loud
Aside from those, how you take the deck is up to you, although wed obviously recommend using the other d20-based cards from Adventures in the Forgotten Realms
And if, like its predecessor, an aggro energy deck stretched from Boros to Naya, Standard's previous heavy hitters like Longtusk Cub and Synergy City Okay, I've appeased the aggro players (important), and we can move on to less direct, but no less effective, methods of finishing off our opponents
If you know anything about planeswalkers then you know that sending one from your library straight to the battlefield can be an insanely powerful effect