If you hit six or more, you can immediately station ittransforming it into a flying 7/15 with: Whenever this creature attacks, draw a card for each multicolored permanent you control. The trick is to stock your deck with as many multicolored creatures, enchantments, artifacts, and even lands as you can manage
(For example: knowing all your removal spells cost four could be very informative to your creature curve.) But when it comes to figuring what you're going to cast each turn, the top primarily creature row is the most important
My philosophy is that if it costs two or less mana and can tap for mana right away, then its good enough for me
Pirate Synergy:Includes iconic pirates like Hostage Taker for theft mechanics, Zara, Renegade Recruiter for stealing creatures mid-game, and Storm Fleet Negotiator for card draw
So if I attack with a 2/2 and a 0/3 in a band and you block with a 3/3, I could have your 3/3 assign 1 damage to my 2/2 and 2 damage to my 0/3, so everything in my band survives
Most of R&D would spend their time after work playing games, many of which Richard Garfield introduced us to