Just add all the mana needed and get a total
BPhillipYork: This doesn't really seem to work for itself that well, it gives out rad counters but the player who you hand them to is likely to run out of them in a turn or two, and it doesn't have a continuing source of rad counters, so it's a 4/4 with ward 2 that hands out 4 rad counters but no way to add more, so unless you're planning to flicker this or reanimate it repeatedly it seems dangerous
Meld has a lot to it that makes it tricky to bring back often in addition to all the rules baggage it has as we just talked about, it requires a change in the printing process
Your opponents are going to play some of the coolest and most powerful artifacts around
Magic's best blue sorcery, Time Walk has much more versatility than more expensive extra turn spells like Time Warp
In my time with the game, I played with and alongside a number of player decks, each with their own hidden quirks