What could be more amusing than that
Persist, on the other hand, can epitomize the notion of not being able to take down units quickly due to their sheer perseverance
Her final ability makes you gain control of all nonland permanents until the end of turn and I believe this is the first time weve seen an ability like this
The Blue one gives your Commanders the ability to sacrifice an artifact for two generic mana and then draw a card and put a +1/+1 counter on the Commander
Backbreaking in casual, and format warping at competitive tables, Hullbreachers asymmetrical resource denial that concurrently generates a massive advantage proved to be too much
The rares (and for Unstable , mythics) of Un-sets work the same way, with a twist: demand isn't based on playability, since none of the cards (discounting the black-border Steamflogger Boss reprint) are tournament playable