Madness has cropped up in multiple sets, including several Innistrad-based sets as a vampire typal mechanic, so you can go either way
Rounding out green, we have two transform cards that can share abilities and buffs with the team
Milling and recursion only pay off once youve got an outlet, so early self-mill without a Ghost Ark or Technomancer in sight just hands information to the table
At the same time, though, you really need to be able to cast a beefy second spell each turn cycle to get your moneys worth
Instead of just being multicolored themselves, they care about other multicolor interactions
And since it's only been printed in Seedborn Muse and Drumbellower Maybe you dont want to use your resources each turn to get this result - crimes supposed to pay you after all, not the other way around