But Bennie, you might respond, in a four-player game youre not going to necessarily lose if you stumble on mana in the first few turns of the game, and my deck having a higher percentage of powerful spells means once I turn the corner, Ill be able to impact the game more down the road. Which may be true if your opponents are merciful, and you get lucky
It's a card with a strong quirk, but depending on the future card pool, there is a possibility that it will be an option
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Insist Green hates having its creatures be countered, and Insist is a great way to get around that
Mill over that Rhystic Study and get the cards flowing, or find Sheltered by Ghosts and remove a problem permanent while protecting your own
Furthermore, the card works amazingly well in conjunction with Dusknoir, as it makes getting four prizes in one turn feel trivial