Since Gale wants you to be playing as many instants and sorceries as possible, you'll want to get the most out of those instants and sorceries by casting creatures that trigger whenever you cast an instant or sorcery
It's so cool that Magic is unique and complex enough that I get to write deep-dive essays on itwhich I very much enjoy doing
However, it's also a little bold, in that I've shaken up the True King dino formula a little bit to try and increase consistency, at the cost of interactivity
Abhorrent Oculus Amulet of Quoz Bandit's Talent Breath of Dreams Chaos Moon Cyclonus, Cybertronian Fighter Dance of the Dead Darkstar Augur Double Deal Double Dip Double Play Double Take Dream Tides Dreams of the Dead Drought Elephant Grass Energy Flux Force Void Ghirapur Orrery Heat Wave Koskun Falls Lilting Refrain Magnetic Mountain Malignant Growth Mudslide Obeka, Splitter of Seconds Octo Opus Paradox Haze Paralyze Quenchable Fire Ravaging Riftwurm Renewal Rescue from the Underworld Sanctum of All Shadow of the Second Sun Snowfall Sphinx of the Second Sun Temple of Atropos The Gitrog Monster The Ninth Doctor Thelon's Curse Touch of Vitae Two Streams Facility Windcrag Siege World at War
Red often has removal spells that can target only creatures or planeswalkers, like Unholy Heat, but back in Alpha , Lightning Bolt was printed, which let you direct the damage to creatures or players
This makes centering issues easier to spot, therefore grading them a 10 is harder