Different attacks require different amounts of Energy
Every time you gain life, an opponent loses that much, and you can make blocking decisions painful by granting your creatures lifelink
Cant be too mad about the power creep here
Poison the Waters ought to be an excellent sideboard card, and its probably good enough to make the main deck in more controlling black decks
The sac ability here prevents your creatures from being blocked and protects them with a bit of hexproof
(Equipment, Auras you control, and counters are modifications.) Enchantment - Class Enchantment (CTRL to add secondary) Land Land (CTRL to add secondary) Protection Not Dead After All Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control, then create a Wicked Role token attached to it." (Enchanted creature gets +1/+1