This deck is excellent at providing cards to play on turns 2, 3, 4, and 5, as that's where the bulk of the deck sits
Once a player is instructed to do this, they have the initiative until another player takes the initiative
You can only use each effect of "Dimension Conjurer" once per turn
A 3/3 needing to attack every turn to be effective can be problematic, but with three colors at our disposal, there's lot we can do to make him safer
Changing the as-fan of rarities (that is, the count of each rarity of card you'd expect to see when you open a booster), introducing more variance in slots, adding in more "outside" cards, all impact how the set plays and thus requires us to change how we build the set