While exiling your own creature is generally frowned upon, youll be gaining yourself 10,000 life, which is a huge amount in any game
I'll also make one Can't-Miss pick, which is my surest selection of the set
The card itself makes four 1/1 Hero tokens and then powers up every creature on your board, to reflect the story of summoning your adventuring party and imbuing them with the power of the crystals
Remember, I am not saying these cards are bad or will not see play in other archetypes, they are just not slam dunk includes for over 1/5 of the metagame, in full playsets, for every player running a certain deck
Trading card items are excluded from exchange when opened or will not be refunded when opened
Milling your opponent is actually positive for them unless you can finish them off, and there simply isnt enough lifegain to enable Hope as a potential win condition