Casting an Edict effect, forcing discards, and reanimating something good are great, and then recurring it and using it over and over again is greater
Zendikar Rising showed us how powerful having a card that doubles as a spell and a land can be: at the cost of a little bit of efficiency on either side (or life if were talking the mythic cycle), having a land drop when you need it or an impactful spell if you dont makes for some great cards
This deck has a great-looking core and a few ways it can move
There is also a sub-reanimator theme that plays into Zombies, as you create Zombie tokens of cards that you're discarding
I can still remember the time an opponents extra turn spell enabled me to close a game earlier than I thought I could in my Golos flicker deck
If you give Bruse Tarl just one point of power through an anthem, equipment, an aura or just a simple +1/+1 counter, he'll hit for 4 x 2 x 3 = 24 damage if he connects