In later turns, I will be able to play more land to the table (if I draw it into my hand!) and play more powerful spells, but if I dont have a good variety of spells at a wide variety of costs, my opponent will be able to beat me before I can even get enough lands to the table to cast my spells
Even in death she remains a stalwart protector, defending the plane and her people during the Phyrexian invasion and fighting alongside her descendants in the rebellions
Megrim Megrim is an enchantment that complements a discard strategy well, and its devastating with wheels alongside Nekusar, the Mindrazer as your Grixis wheel commander
Im not going to parse out the best or worst ones here, but they all kind of fit the description
I would look to run a mix of hand disruption and countermagic if I had the luxury of black and blue
The effect your card has against them is something that benefits you