Without being able to give Ezrim indestructible, Ezrim feels more like a one-of maindeck or sideboard card you'd want in matchups where you board out Sunfalls
For two mana, you get to find lot out there, but there are *really* good spell packages to put together
When it resolves, you get to pick as many modes as youd like among artifacts, creatures, enchantments, and graveyards
Ive seen it in videos, podcast discussions, market videos, investment discussions, etc, but the one main thing that pulls me towards cards is the atmosphere around it
Magic: The Gathering will finally get its yeehaw on with the frontier fantasy set Outlaws of Thunder Junction
The only Trap in the deck so far, with a very strong effect