I suspect it can find a home in Standard decks, especially with many manlands around
The idea is that players will never be punished for rolling a die when using a card

Steal Enchantment An aura to place on an enchantment You gain control of enchanted enchantment Aura Thief When it dies, you gain control of all enchantments (auras stay attached to whatever they are already attached to, but you control them) Kefnets Last Word Gain control of creature, artifact or enchantment, but your lands dont untap for a full turn afterwards Aura Graft Allows you to gain control of an aura and choose a new target to attach the aura to Archmages Charm Can gain control of any nonland permanent with mana value 1 or less Blatant Thievery Gain control of any permanent from each opponent, including lands Agent of Treachery Gain control of any permanent upon entering the battlefield, including a land Kiora Bests the Sea God A saga whos Chapter 3 lets you gain control of any permanent, including a land Countering Enchantments There are heaps of cheap costed (2 mana value or less) counter spells you can cast that can counter any noncreature spell, or even any spell period

If you're wondering what they do, so do many of the other developers that have played against these cards
Card x30 109 + 30 card types NOTE: You will receive the full CDU of 20 packs when you purchase this item
I have run spells that will untap my stuff, and then cast them when my foe tried to target Ojutai