This time, we have a pretty heavy focus on X-spells and big spells overall, as well as your typical draw spells and mana acceleration that are the trademarks of blue and green ramp decks
Paying 2 life is 100% worth the ability to remove any nonland card from a player's hand, and in so doing, learn what cards they have (which is vital information)
Converge A returning mechanic, and one that rewards breaching out to multiple colors, converge checks the amount of colors spent to cast a spell and then grants effects depending on that number
The ability couldn't target a creature with protection from red, for example
A couple of products will also be leaving the store again, probably due to the limited space of the web
The energy cost is high, as is the number of discards required after unleashing Crimson Storm, but these are worth it to knock out a dangerous foe in a single turn