If you warp in a creature, you have your whole turn until it has to warp out, so (on top of any enters trigger it may have) you can sacrifice it, blink it, attack with it (if it has haste, or you grant haste to it), etc
Theres no reason to try to build a deck that is trying to incorporate various types of enablers and payoffs, as you will often find yourself with disjointed draws that dont do either thing particularly well
Playing only spells with a mana value of 3 or higher is a massive drawback and can put you really far behind, especially if you lose the die roll to play first
In general, the fewer colors your deck has, the more consistent it will be, but stripping out colors also restricts what cards you are able to play
As for those daily quests, the longer nature of Brawl games helps you complete quests in fewer games
Welcome back, summoners