Cramorant and Sableye work with varying amounts of cards in the Lost Zone to try and make the most of each moment
Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability
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In Pioneer, there's an Azorius spirits deck which can flash in creatures to trigger Enduring Innocence twice per turn cycle
Non-deterministic sequences that cant be shortcuted take a really long time and might eventually fizzle out
Drawing is important, but so is not running out of cards