At the beginning of combat on your turn, you may remove three quest counters from among permanents you control
Traumatic Critique Similar to Tyvar's Stand, Traumatic Critique is a classic bread-and-butter effect with a fireball tacked on
The positive posts outweigh the negative ones by far, serving as a reminder that a few bad apples shouldn't spoil the entire pie (so to speak)
Cards like Drapion V are also a nice include
I originally planned on this being a single post, but the last section turned out to be pretty large in-and-of-itself, so I decided to break it off into its own post, which Ill be sharing soon
I dont think this is enough to win, as you can easily run out of gas on this plan, but if its the card you have, this red sorcery allows you to start the chain and then transition into a better version