Then if you spent Red and Green to cast it, you can fight a dork on arrival if what you copied was a dork
This is really only going to work super well in Black/Red and Blue/Red, because you need that Chapter I to kill something, otherwise you're playing a very mediocre card
The Emerald cards give you plenty of indirect ways to mess up your opponent's plans, meaning that this is a slow-burn deck where every play counts if you want to win
Essentially, it combines the strongest elements of Izzet Lessons and Jeskai Control into a single, cohesive list
Learn the value of allies, complete quests, set traps (and avoid them), and take advantage of landfall and kicker as you confront Zendikar's hostile environment.
Having your buffs be card-neutral keeps your hand full and your interaction at the ready, and you wont stall out if your big tough creature gets zapped