A turn-3 play (or turn 2, if we ramped already) that guarantees us another land that turn and at least one more on the following turn is more than enough to pull us way ahead on mana
Then you make two 1/1 flying dorks afterwords, so it's Kirtar's Wrath with threshold, only everyone can slowly over time recast their things if they weren't tokens
One of the ways enchantment/aura decks get shot down is when their overloaded creature gets axed, and their auras all go to the graveyard
The rest of the cards are easily obtainable from Item Shop, including duplicates of Potion, X Speed, Poke Ball, Red Card, and Professors Research Cards
Changing targets this way doesn't trigger abilities of permanents named Psychic Battle
Standard decks tend to use full playsets of four cards to create decks that are as consistent as possible