For instance, if you were on zero lore when you started this combo (unlikely) then you'd need them to have at least nine willpower to be able to win in one turn
For these articles I'm going to assume you know nothing, because I'm honestly not sure what parts you might have picked up versus which things you had no idea about
Note that playing Jidoor from exile this way still counts as your land play for the turn, so you can do this only during your main phase and only if you haven't already played another land that turn
They mesh well with mechanics like foretell and plot that help to set up explosive double-spell turns
Self-Destruct, for example, would have been a nastier component of the already rampant Mono Red, especially with the knowledge that one of the winning moves for it was to blow up a Heartfire Hero using it
Yshtola Rhul is a complex card, and youd be forgiven for missing the fact that she herself gives you two blinks for six mana because of her extra end-step ability