Then, always ponder whether you just focus on yourself, or limit how much room you are giving your opponent to progress their synergies
"Tug-of-War" is great at sending out pinging little damage across the board to your opponents, which will fuel your strategy - and it doesn't hurt that, in a pinch, it can wipe out a lot of evasive enemy characters
The control-changing effect ends while it is phased out, and it phases in under your control as that opponent's next untap step begins
When deciding which green ramp cards to play in your decks, you should consider two factors: cost and synergy
Honorable Mention #2 Despark In Type Four, this normally reads, "Exile target non-land permanent" Honorable Mention #3 - Finale of Promise This is probably the only Finale that's not impossible in Type 4 to run as it's an immediate win (like Fireball would be or a firebreathing Shivan Dragon or a Braingeyser that can force your foe to draw their entire deck)