In general, with 4 different ways to be behind, it should be easy to put yourself in a position to trigger at least 2 of them
GameSpot approved of the simple learning curve and that the ability system is not as complex as in VII or VIII
Groundchuck & Dirtbag Groundchuck & Dirtbag is far from the flashiest card to slap in the command zone, but it has a fundamentally green flavor: Its a big creature that enables bigger plays, whether you open a portal to Magics greatest foe or summon eldritch horrors from beyond reality
At its worse, some of the cards have the Yu-Gi-Oh
It's not a strategy for the faint of heart, and because it requires so much resource investment, it's usually not a good plan to split the difference with another mechanic
The difference between four lands and five is small, since Gray Merchant of Asphodel is not the most high impact card in this matchup