To make things even better, Grasp of Darkness is an instant, meaning that we can accrue big advantages by using it during combat or simply find other ways to put our mana to work when that killable threat on the other side of the table just hasn't been played yet
The Slow Lands [Best Mid-Game Reliability Without Conditions] Primary strength: Mid- to late-game consistency Slow Lands are built for stable mana development after the early turns
They contain a full cycle with one shrine in each color, and they all have a few differences in how they work
The power level of the card is high enough that we should start to see more of it in Standard anyway
Just like the show, however, some of the synergies are just way too disjointed from each other, like the plot between seasons, to consistently win your games, unless you are a Time Lord and can manipulate the deck to its limits