You want to hit them and double the rest of your damage for the turn, which can come from burn spells or from non first strike creatures that attacked alongside Lightning
Dumping a huge creature in your graveyard and getting it back in the extreme early game can give your opponents all kinds of problems
Nearby Planet Nearby Planet has a little too much nonsense going on to be tournament-legal, but a lot of the text is superfluous, and it does feel like a normal Magic card for some applications
Elspeths static ability alone can turn the game in a few turns, and her zero makes sure you can win most games as flying is surprisingly relevant most of the time, not to mention your creatures also get the +1/+1 counter
You need some Scouts, Pirates, and Rogues to really go off with this, because your three mana 2/2 isn't that likely to get in on it's own
The only thing that gives me pause is asking myself when was the last time a common 2/3 for three felt relevant in limited