Emerald and Rubys split ability to deal with opponents cards while working toward unleashing its own powerful characters makes it a deck that requires some practice to fully understand, needing some careful cardplay - and good luck - to overcome its less forgiving aspects
There are still some fun synergies with Crimson Vows new mechanics such as daybound and nightbound, disturb, exploit, cleave, and of course, blood tokens that are generated by vampire cards
These cantrips only make Treasure Cruise better, so without any Painful Truths the fourth copy is an easy inclusion
Both achieve the same endremoving a card from the opponents hand so they cant use itbut with different means
Pyre of Heroes: our newest addition alongside Mystic Reflection
One land for 4 mana is well below rate, though I admit this has some versatility