B · Engine & Sequencing · §9
Which threat you want in which matchup, and why the ground is usually the wrong place.
The highest ceiling. Flying, haste, and +2/+0 per noncreature spell, so one cantrip turn converts into a large amount of damage from a card that was in exile a moment earlier. Against any deck whose creatures block well, this is the threat that matters.
The best card in a long game, because delirium makes it fly. The compulsory attack is a genuine cost: once delirium is on it attacks each combat if able, whatever is across the table.
The fastest and the most fragile. It is a 1/2, which means it dies to almost everything, and prowess does not change that against removal that does not use damage.
Free, hasty when equipped, and endlessly renewable. They are the reason a sweeper buys one turn rather than the game.