The rest was just commentary, and you wouldn't want to leave home without one or leave the draft without a bare minimum of two, and hopefully more
Sacrifice after IV.) I, II, III Until end of turn, target creature gains trample and gets +X/+0, where X is the number of lore counters on this Saga
Balancing all of these choices is what makes this game work so well and helps it improve on the format by giving more opportunities for players to feel clever, which is where trick-taking really shines
I mean, perfect in mill colors and an amazing ability to take advantage of what you've tossed in there that is uncounterable except with a Stifle
Sometimes my opponent will have to spend their removal spell on my Mother of Runes so I dont get to untap with it, and thats a big part of why Mom is so good: its not just powerful if I untap with it, it often swings the tempo of the game in my favor even if its immediately removed