Such decks always go wide with lots of creatures, so it should be easy to attack with seven or more creatures before long
Billy Christian / Zimone, Infinite Analyst | Illus
While many of the cards were at least somewhat playable, the standouts include Tooth and Nail (which was a Standard staple and sees fringe Modern play to this day), Promise of Power (which still shows up in black Commander decks, mostly because drawing five cards for five mana is a pretty great deal in a 40-life format), and Rude Awakening (which offered both combo potential thanks to the land-untapping ability and a way to close out the game by turning all of your lands into random 2/2 beaters)
Lorwyn Aunties are leaders who impart wisdom whereas Shadowmoor Aunties are loners described as chaotic beings
Punisher effects like Ob Nixilis, the Adversary and Torment of Hailfire are certainly powerful, but I wanted to focus on cards that definitely get the job done
Similar to Birthing Pod from the past, you can use it to enable a combo, but it can also just act as a card advantage engine and/or influence the board state via the -1/-1 counters