Over time, a control or midrange deck can crank down on the combo deck by continuously hitting them with said disruption, ultimately making for an interesting and complicated game where both players have a lot of decisions that matter
This wants to be a cover all removal spell but you can't play it in that role as it doesn't keep you safe against all the things you want it too
I am always drawn to Equipment commanders that encourage you to build out a board of equipped creatures rather than a Voltron strategy
The idea was that we would meet the world in the first set and then have our heroes, Rowan and Will, venture into the deep, dark, scary forest in the second set
Opponents not being able to cast spells during combat also makes it easier to be certain that your attacks get through and gives you the upper hand in fights since you can still use combat tricks
The enchantment creature can be a finisher in a Simic (green and blue) deck, or just provide a pair of quick and advantageous effects when Channeled