Such trickery includes temporarily gaining control of permanents (Threaten effects), preventing creatures from blocking ("Panic"), and changing the targets of spells, though some cards in this category are truly unique
If you don't care about the initiative and aren't overlapping with the party mechanic, you probably don't want to run this just for the explore
It can ruin the life of engine-builder players (+1/+1 counters, planeswalkers, tokens, you name it)
While we had designed individual cards that made temporary tokens, myriad was the first named mechanic to make use of this design technology
But it's also not awful either, and this has the added bonus of islandcycling
I also like to try and maximise the negative effects it will have on my opponents by appropriately pairing it with disruption effects such as Wastelands so as to increase my odds of them having mana difficulties