If you can find a way to recast it from your graveyard, say with a Mystic Sanctuary, you can stop your opponent from ever taking a turn
Today's episode was recorded during the early-access event last Wednesday (thanks to Wizards for the invite!), which means we're playing best-of-one Standard since it was the only option
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Most of the time enchantments or creatures, almost all the time weak to other removal
In a normal Commander game, that equates to a +6 swing in card advantage: you take three cards from your opponents and add three to your hand via Tinybones effect
When you cast it, you can recur up to one artifact, one enchantment, one instant, one sorcery, and one planeswalker, giving you the same potential 5-for-1 trade that Dawn did