Draw-Go Decks that are filled with Instants and cards that can be played at instant speed (These days, such cards will have the keyword Flash, but Draw-Go decks' existence predated said keyword), allowing the player to wait until the opponent's turn to answer any threat the opponent may play, then play their own cards right at the end of said opponent's turn before the Draw-Go player's next turn comes and untaps all their lands, ready to be used again until their next turn ad nauseam
These uses are akin to flickering (exiling a creature then immediately bringing it back) and tapping, though its closest in effect to blinking (exiling a creature and bringing it back at end of turn)
Tempo plays are where its at, and I often take Ephemerate first
Learn more about how to play Marnies Grimmsnarl ex in the guide
We all know that these players love their foils
In addition to the two commanders, each of these Lost Caverns decks comes with eight new cards to play with, most of which are focused around their creature type