Extra finality counters are redundant and have no effect, but there's no limit on how many a creature can have
There are a lot of ways a spellslinger deck can deal out chip damage to opponents with cards like GuttersnipeGuttersnipe and Coruscation MageCoruscation Mage, along with ways to amplify your damage output with cards like Ojer Axonil, Deepest MightOjer Axonil, Deepest Might and Mechanized WarfareMechanized Warfare
Magic: The Gathering has gone back to basics with its latest set
Wizards of the Coast are on some kind of tie-in roll with Magic: The Gathering recently
Once you factor in Goblin Trashmasters potential to completely demolish opposing Artifact strategies, its not shocking that the Core Set 2019 rare is valued near $9
Here are all of the budget instant speed green card draw spells you can include in your decks: Charge Through Target creature gains trample until end of turn Draw a card Hunters Insight Choose target creature you control Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards Inspiring Call Draw a card for each creature you control with a +1/+1 counter on it Those creatures gain indestructible until end of turn Viridescent Wisps Target creature becomes green and gets +1/+0 until end of turn Draw a card Warriors Lesson Until end of turn, up to two target creatures you control each gain Whenever this creature deals combat damage to a player, draw a card Here is a pre-populated list of all of those 2 mana instant speed green card draw spells I was mentioning