And thus, Emerald Charm was a handy solution to any global enchantments (for you younglings, those enchantments which don't enchant anything in particular, such as Form of the Dragon or Worship), a way to bring flyers down to earth, and a second use of a utility creature, all wrapped into one neat little charm
Attack with it, exile cards from your graveyard, and then its prepared
Once you get to copying, you can finish things off with some infinite combos or just Crackle with Power twice
Once the Society of Mishra took control, the Tolarian Academy at Lat-Nam became a haven for dark research
Glorious End The only red card on the list, Glorious End ends the turn but comes with a downside: You lose the game at the end of the next turn, so you better win now