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It can be a game-ender in a deck full of disruption and control
They are permanents with no regular card representation or casting costs
Balefire Liege, Blinking Spirit, Tradewind Rider, Spirit of the Night, Spirit of the Hearth, Azorius Herald, Bloodghast, Nether Shadow, Nether Spirit, Nether Traitor, Krovikan Horror, Celestial Crusader, all of the Spirit avatars like Demigod of Revenge, Primordial Sage, Dimir Infiltrator, the muse cycle like Windborn Muse and Seedborn Muse, Eternal Dragon, Ghost Council of Orzhova, Guardian of the Guildpact, Swans of Bryn Argoll, Wall of Reverence, Karmic Guide, Midnight Banshee, the Phantom creatures like Phantom Centaur and Phantom Nishoba, the Rusalkas, the Eidolons, both Spirit Guides, Sovereigns of Lost Alara, Spectral Lynx, and, of course, Will-o'-the-Wisp
Battle for Baldur's Gate changes this mechanic by combining it with dungeons from Adventures in the Forgotten Realms