There are more than a few land destruction spells in black, green, and even white (yes, besides Armageddon), and lacking access to those spells can hurt the overall consistency of this deck
Its not uncommon to draw 3 or 4 cards throughout a game here
The mechanic of the Lost Zone allows you to set your cards into it to empower attacks and unleash devastating effects on your opponent
Or for specific cards, the rarest from each set: That stacks up well, and while Wizards loves to mess with things and change around numbers to make my life miserable, its worth noting that the rarest cards in this set are about 25% more common than in Streets of New Capenna
To do this with Spell Snare can be uncomfortable and even obvious while with Misstep you can happily tap out with added safety
GW Auras This is based around building a single powerful threat and trying to protect it - that way it can deal one or two big attacks to win the game