Thanks to Ward 2, theres a good chance that the first turn you play her, youll be able to create an advantage by either enabling a big attack with some enchantment creatures or resurrecting a beefy enchantment and generating some value
In the past, newcomers to Magic and those trying to teach them had an imperfect choice of where to start
So Im a very enfranchised player, and if I hadnt looked up Commander ninjutsu ahead of time, I would have been uncertain about it when I first saw this card in a draft
Forsythe explains that Magic's R&D team has decades of rejected ideas to pull from, designs that were fun but werent suited for paper because they were too tough to track or couldnt easily be adjudicated, for instance
So even if you arent trying to win exactly, drawing more cards lets you put your own janky, ridiculous plans into action