Without Bargain, Torch the Tower is passable as a Shock spell, but if the player has spare Bargain fodder from Celebration-oriented cards like Hopeful Vigil or various Roles, then Torch the Tower becomes a better Lightning Bolt, which is saying a lot and lets the card scale up a bit in the mid-game
I have played two-hour games that went by in a flash of enjoyment and Ive played 30-minute games that dragged on for what felt like days
Five mana for a 4/4 plus a 2/2 is great
For example, if the conditions are met for Fearful Villager to transform, it will simply become Fearsome Werewolf at the start of the next turn
Oftentimes, restrictions breed creativity, and goodness knows there's restrictions abound when you're dealing with a Vehicle in the Command Zone
You might be afraid of making enemies early in the game, but Ive found most Curses dont bother opponents all that much