Enter the Infinite, unlike it's affinity-based cousin is a very good card and often does read You win the game. That is what you want if you are waiting till turn 12 to do something big (although you should always protect Enter the Infinite with at least one counterspell)
White can Disenchant things and black has the capacity to draw cards are the two major ones
Enchantment ramp: Fertile Ground, Wild Growth, Wolfwillow Haven, etc
In the wreckage of the Multiverse, only a spark of hope remainsit is up to the heroes who remain to take one last stand against the Phyrexians to overcome all odds
Enter the Infinite allows you to draw your entire library, which means that you can just throw your library at your opponent and say, I win. #31
Notably though, tokens cant chump-block this as the card explicitly states zero is an even number and tokens have a converted mana cost of zero