Then theres the final ability, which goes back to the Wheel discussion
Tacking an extract combat step on a reasonably large body is what Karlach is all about
That kind of ramp is obscene in a red-white deck and will infuriate your playgroup in the best way
Heroes of the Realm cards are a strange set while lots of them are interesting, many of them are physically impossible to play to a degree that not even silver border cards are, such as transforming into a card from a completely different card game
The whole deckbuilding challenge is getting your mana high enough, fast enough, to start dropping bombs before you die
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