Our favourite is the six-ink Yzma, Scary Beyond All Reason, an adaptable way to mess with your opponents characters or help drive your own lore-making machine onwards when paired with the right amethyst cards from Rise of the Floodborn
As another good counter-example: Take this work by Larry MacDougal
Mire in Misery and Feed the Swarm were the first attempts at doing this, and while some people believe its against the philosophy of the color pie, I see it more as Magic evolving and adapting to the needs of the game after sticking around for more than 30 years
An enchantment card is a card that, once played, stays on the field
The payoff is worth it as it can cost the opponent a lot to deal with an early Chernabog, and you can chain them
Even having just one Broom to combo with Mickey is valuable, but try to keep Mickey alive until you have a resource to recover him, like Hades, Lord of the Underworld, Part of Your World, or Dr