Synergies and Winning Conditions Now let's turn to synergies and win-con, and we'll start with the latter in a pair of two six-drop mono-Red stuff
While thats not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5
Considering tutors are often either setting up a winning turn or a desperate move to search for land, dropping an Opposition Agent at the right time can be stone-cold brutal
The second chapter is when the board wipe comes in, destroying all nonlegendary creatures in play
Overall, this does enough that many decks will find it well worth playing (even though it enters tapped)
For example, Heatran from Triumphant Light has an ability that causes 40 extra damage when Heatran receives (any) damage