It stay a good spell to play during oponent's turn like a Fog, but will transform and make thing like : Surprise my Werewolfs transform and are the only ones who do damage !So the fact that it cause a restriction on the way to play it on you turn and that it will need to make you keep your mana to play during your oponent turn for it's full use make me want to only take 3 in my deck to draw it when i have already set most of my werewolf like turn 4 or 5
Spells and abilities remain on the stack until both players choose not to cast any new spells or activate any new abilities
Removal, in short, is any way to get rid of your opponent's cards (especially their threats)
Mardu Energy, which also runs staples like Orcish Bowmasters and Thoughtseize, as well as the black Energy card Chthonian Nightmare, is less popular than the Boros deck right now, but it seems to be catching on, becoming a larger part of the meta over time
Typically I am looking for consistency in my cheap filler artifacts and so playing ones that further require build attention to are a bit of a turn off