Slowing a game down to a snail's pace for one's opponents, Winter Orb states that as long as it's untapped, players are only capable of untapping one land per turn
The exile effect is important too, as it denies any 'on death' triggered abilities, and stops your opponent reanimating the creature later - very handy if said creature is Griselbrand 8
Curve-outs and proactive plays are the name of the game
Flubs, the Fool is all about cycling through your deck as fast as possible, so having an instant-speed way to get back a card you discarded along the way can be incredibly useful
If your opponent gives you a Battle and you dont want them to get access to the backside, your options are limited: Spells that exile or destroy permanents (mostly in white) Spells or abilities that specifically remove Battles (none as of publishing this article, but I bet well get a Reclamation Sage variant sooner or later) When a Siege is defeated , its exiled (removing any modifiers like other types of counters or auras), then cast transformed
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