Being able to return any permanent with mana value three or less to the battlefield is strong on its own
Well, Counter-Burn strategies usually need card draw effects to keep themselves with answers in hand, and especially to get the amount of burn needed to actually finish out a game
How is aggro usually balanced
Bloodcrusher of Khorne Bloodthirster Brainstorm Chaos Defiler Chaos Mutation Chaos Terminator Lord Chaos Warp Chromatic Lantern Command Tower Commander's Sphere Crumbling Necropolis Dark Apostle Dark Ritual Decree of Pain Deny Reality Dismal Backwater Drach'Nyen Evolving Wilds Exalted Flamer of Tzeentch Exotic Orchard Foreboding Ruins Forgotten Cave Great Unclean One Helbrute Herald of Slaanesh Heralds of Tzeentch Keeper of Secrets Khrn the Betrayer Kill
It is value, tempo, on theme, great when ahead, fine from behind and importantly it is immediately impactful on the game
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