Like many planeswalkers it requires two activations of its first ability before it can use its final, in this case a Mindslaver for -7
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"Politics" -- which I define as cards that seek to manipulate your opponents decisions towards a desirable outcome -- is a more accurate descriptor, but the numbers aren't high there either: I count 4 additional cards that manipulate your opponents like Mirkwood Trapper, which combined with 6 voting cards and 1 voting payoff card that can reward opponents equals
My final advice would be: use the basic frame structure as a constraint (limitation breeds creativity, Mark Rosewater says), and if needed work from there to create new details that are really meaningful for the game, and be more careful not to create more noise
As for what those Secret Lairs will include, that remains to be seen
This also assumes that youre rummaging for cards, tossing out spells, and filling up the graveyard enough to keep escaping it