Fantastic Four Hopefully this gave you a great foundation for when to put four of a card into your deck
If its in the command zone, you need lots of ways to kill your opponents creatures and mana to either grow Shelob, Dread Weaver with +1/+1 counters or grow your board using your opponents cards
This helps a lot when fighting against opposing Delirium, Murktide Regents and even Reanimator strategies in exiling their Archon of Cruelty or Unburial Rites
As I do not have access to a basic Mountain in my most recent list, I will not be able to bring in Red Elemental Blast against RUG Delver, resulting in those cards to be considered for bringing in: Each of these cards is either a piece of removal, disruption, or a hybrid of both
Three opponents each casting a single spell won't work, for example
While this is a powerful effect on its own, you wont be able to successfully use it against a token themed deck