Challenging and questing also make characters vulnerable, so finding the right tempo is key to winning the game
To some players, this doesnt seem to be a big deal
In gameplay, one of the biggest problems of hosts and augments is card disadvantage, so allowing you to get card advantage (aka drawing a card) by playing augment cards seemed like a clean solution
The deck also features a smattering of other legendary creatures, but their color identities mean they cant be swapped in without making significant edits to the rest of the deck
Even if you hit your second land and deploy a threat, its not guaranteed to stick, and you can easily miss your higher-cost cards, leading to a non-game
This list does not need to create such a tight stranglehold on the opponent nor be able to cope with a full range of potential problems as it is rather more proactive at turning its advantage into an actual win