A 5/5 and a 3/3 for six mana is already well above rate for Limited
Sadly, Ripples and Potential and The Wise Mothman dont have impressive secondary market price tags, retailing for $1 each
The initial idea of this deck was to use Lighting Runner: The rest of the deck is supportive of this concept
Not to mention that enchantments are generally fairly difficult to remove from the battlefield, so its going to be somewhat protected once you get it to level 3
In the Archer's Charge/Aim skillset, it's not really useful in general but about any of the charge levels beyond +5 are squarely this, and going beyond +3 is pushing it, as they simply take too long to charge up and the enemy will easily be able to move out of the way before it goes off unless you immobilized the enemy beforehand
By rewarding you and punishing your opponents for normal game actions, she shifts the game in your favor, regardless of what you include in the rest of the deck