In a game like MTG Arena, you can only play one land per turn and as many spell cards as you can pay for depending on the number of lands that you have
Its just a little slow to get going, needing you to pull out as much mana as possible in early turns to be able to start slinging those big spells
Out of the three of them, I think Jace, Wielder of Mysteries is the perfect mix of usefulness and power: he can be played early in the game for advantage, but he also encourages combat as he can be attacked directly
1 Padeem, Consul of Innovation
For example, when we build a Panharmonicon deck, we want nearly every creature in our deck to have an enters-the-battlefield triggerthe cost of skipping Turn 4 to play Panharmonicon is so high that we need it to be absurdly powerful to be worth the investment
Go Wide I actually think this is a better angle to lean into, since theres no end of white cards that can generate a bunch of token creatures, making E