Hence one can consider extending beyond the mainstream 40-card limit, but beware of hurting this decks' consistency
Players coming in from other trading card games might forget that Magic: The Gathering has a whole second main phase after combat during which you can play sorceries and permanents, as well as activate all of those abilities that say "activate only as a sorcery." Even if you don't have a Wrath of God to wipe out your opponent's board post-attack, there are still a lot of things you can do, and the raid mechanic serves not only to remind you that there's a second main phase, but also encourages you to attack
You can make Varudras, especially if you start with Anubis, or Redoer with a Trap as material via Serpent, and cap everything off with a Silhouhatte Rabbit to grab either another Apophis or Eldlich Trap
There are aggressive and control decks using black, blue, and white, but the only top build using either red or green right now is a ramp deck
This can make some mechanics confusing and lead to a few types being undersupported
Once per turn discard 1 card in your hand: Target 1 card on the field and destroy it