So, almost every card incentivizes you to switch back and forth between the two sides whether to adapt to the situation, or to repeatedly farm value from each side a la Huntmaster of the Fells
This color combination already uses some of the most powerful cards from Into the Inklands and has the ability to lift and shift to other ink color combo lineups
A powerful suite of tools that turns overwhelming data streams into competitive advantage
Although it probably isnt good enough, I do want to try using Collected Company to put one or two of these into play in my opponents draw step in Historic, but I expect it to mostly stay in Standard if it sees much play at all
You also draw a card if you control six or more humans, providing you with the card advantage that typal decks often need
Red Gratuitous Violence Guttersnipe Impact Tremors Abrade Ball Lightning Dragonmaster Outcast Harmless Offering Lathliss, Dragon Queen Redcap Gutter-Dweller Stromkirk Noble Taurean Mauler 2 Crackling Cyclops Goblin Negotiation Strongbox Raider 4 Burst Lightning Fanatical Firebrand 2 Heartfire Immolator Hidetsugu's Second Rite Seismic Rupture Thrill of Possibility 2 Dragon Fodder Bolt Bend Crash Through Dragon Mage 2 Ghitu Lavarunner Giant Cindermaw Hoarding Dragon Mindsparker Obliterating Bolt Ravenous Giant Viashino Pyromancer Gratutious Violence, Guttersnipe, and Impact Tremors are in traditional foil