Since instants and sorceries have always been part of the game, unlike more contemporary card types like battles and sagas, we have 30 years of powerful instants, sorceries, and cards to help support them
Something else to keep in mind is that even though this is a new way to play Magic, its not the first time this concept has been introduced
Heres a practical skeleton that keeps you honest: The role buckets Mana (lands + ramp + fixing) Card flow (draw, rummage, impulse, tutors if your group likes them) Interaction (spot removal, counterspells, protection, wipes) Plan enablers (the cards that make your deck your deck) Payoffs and finishers (how you convert setup into a win) Utility (grave hate, recursion, flexible tools) The exact counts depend on your commander, curve, and pod
[F][C][C][C] Rolling Tackle: 90 damage
You see skeletons and goblins for the most part