Using Tomb as a sac outlet or to attrit away opposing hands and boards, Mines to draw cards and amass Treasures, or even Dungeon of the Mad Mage to try and dig when Im in danger of fizzling the combo turn playing Sefris well requires an open mind about the possibilities of all your dungeons
In a deck like the popular Shorikai, Genesis Engine where youre running a lot of untappers, this goes off
This is one of the strongest control win conditions in Pioneer, and its generally one of the stronger planeswalkers you can play
Alongside The Red Terror, for instance, it and Casey Jones create a feedback loop, triggering off one another, to give you infinite counters and damage

Airship Crash Break the Spell Broken Wings Cathar Commando Chomping Changeling Coliseum Behemoth Coordinated Maneuver Cosmium Confluence Curious Farm Animals Deconstruction Hammer Disenchant Disruptive Stormbrood Fangkeeper's Familiar Feed the Swarm Felidar Cub Get Lost Guerrilla Gorilla Heritage Reclamation Hivespine Wolverine Insidious Fungus Keep Out Kellan's Lightblades Leatherhead, Swamp Stalker Make Your Move Mortify Mutant Chain Reaction Nettle Guard Origin of Metalbending Over the Edge Pawpatch Formation Popular Egotist Pyrrhic Strike Quandrix Charm Reclamation Sage Requisition Raid Scrapshooter Seedship Impact Shatter the Oath Shattered Acolyte Shattered Wings She-Hulk, Jade Defender Shredder's Technique Sidequest: Hunt the Mark Spider Food Stormkeld Vanguard Thrashing Brontodon Trygon Predator Trystan's Command Undergrowth Leopard Unforgiving Aim Urgent Necropsy Vengeful Creeper Vivien Reid Voracious Varmint Wear Down Webstrike Elite Withering Torment