I've long maintained that stealing a creature from their side of the board and using it as our own is a two-point swing in our favor in the zero-sum game called "having creatures" and drawing a card to boot is just gravy
This is a great way of keeping your hand stocked with characters to get into play and should give you a definite speed advantage over your opponent
During that time we will be rerunning some of our favorite articles of the year
But the real reason this makes the list
The deck has the following packages, many of which are also in previously described decks: A Trinket Mage/Treasure Mage package along with the other tutors, allowing it to find what it needs whenever it needs to, whether it be land, removal, or bombs A graveyard abuse package, somtimes including Scarecrone, Sharuum, Argothian Restoration, Academy Ruins, Volrath's Stronghold, and more to get the maximum bang-for-buck from it's various enter-the-battlefield abilities A Master Transmuter package, often including Sundering Titan, Magister Sphinx, Sphinx Summoner, living weapons, Contagion Engine, etc
Trial of a Time Lord Sagas are such an interesting design, but I typically find it hard to want to play them without getting immediate value out of them