higher rarities will start to mix and match effects): Artifact destruction Artifact or enchantment destruction (Naturalize) "Bounce" (Returning nonland permanents to owner's hand) Card drawing Card filtering Creature destruction Creature lockdown (Pacifism and Dehydration) Creature regrowing (Raise Dead) Creature unblockability Counterspell Damage prevention (Fog) Direct damage Discard Draining creatures and/or players Enchantment destruction Fighting "Flickering" (exile and return a creature to the battlefield) Flier destruction Forced blocking Forced sacrifice "Impulsive draw" (exile a card or cards, can cast until end of turn) Land fetching Life gain Looting/rummaging (drawing and discarding, and vice versa) "Milling" (putting cards from top of library into graveyard) "Panic" (some number of creatures can't block) Power/toughness pumping (Giant Growth) Tapping creatures (including "freezing" them, where they don't untap) Temporary stealing (Threaten) Token making Uncommon Complexity Uncommon gets to raise the bar a little on comprehension complexity and a bit more on board complexity

The best
If this could be cast for one Phyrexian Mana, it would be strictly better
Admittedly, while this card follows in The One Rings footsteps, it is missing a few key features that hold it back
As always, the greatest thing about MTG are the limitless possibilities, and the way each player can choose whats most fun for them
In terms of what the decks do, the Tyranid Swarm deck focuses on building a massive army with adaptable creatures and counters, though it falls slightly short in power compared to the other decks