Personally, I have a lot of faith in the card and try to use it very judiciously, and I dont mind letting another player get ahead early to draw the ire of the table
The first were the Amonkhet lands, a cycle of five ally-colored dual lands that entered play tapped and cycled for two generic mana
#2: The Mycosynth Gardens When it comes to seeing competitive play lands have a natural advantage, because basically every deck needs to run a bunch of them to be able to cast their spells, which greatly lowers the opportunity cost of playing non-basic lands with special abilities
Stunning a creature for a few turns gives you plenty of time to sneak in for a bunch of damage, and this blue creature even deals with the threat semi-permanently should you deem it too powerful for your opponents to untap with
In fact, the miracle spells were controversial even in high-level organized play because of issues caused by the play patterns that they sometimes create
*The variant cards from Unstable are kind of an exception here