Costing three green makes it hard to justify in mixed-color decks, but it's an instant that can find lands to put into play, buff your creatures, and act as artifact, enchantment and creature removal
Not only is it the very first, but it may also actually be the most memorable depiction of Voltorb full stop
Youll need at least two left after the exchange in order to trade them in for Flair
Transform it to The Core with its mana ability when it meets a specific condition to utilize as ramp based on how many permanent cards are in your graveyard
Then it rolls a secret stash of red cards designed to allow you to win with commander damage, like Embercleave, Kediss, Emberclaw Familiar, and a bunch of cards that give double strike
If its not any of those things, then Spite // Malice is universally able to handle it