A skilled player needs to pick and choose what to disrupt in order to put opponents off their game plan for a while, all the while protecting an often singular key threat
Ezuri, Claw of Progress Ezuri, Claw of Progress has a specific infinite turn combo: If you control Ezuri and Sage of Hours, plus at least five experience counters, you can take infinite turns
Celes, Rune Knight Celes, Rune Knight gives graveyard decks lots of power
If we can copy Rhonas even once, the copy will satisfy the 4 power requirement, allowing us to attack freely
While it might not seem significant in the long run, forcing your opponent to wait a turn to cast their spells gives you an extra turn or two to set up the board
Modal spells printed prior to the Khans of Tarkir release didn't use bulleted lists for the modes