Two archetypes that leap to mind are superfriends decks, which want the extra turn to activate planeswalkers, and enchantress decks built around shrines and sagas that just want extra upkeep and main phase triggers
It only costs three ink to get out, has a strong will power stat of eight, gains you passive lore, and has a strong ability that Im sure Amber/Steel and Amber/Aggro decks are going to like
If your local store(s) run Standard events, they can be very enjoyable to see how your local metagame evolves from week to week
On top of that, it rewards you for keeping your hand nearly empty by turning every draw into a two-for-one, which stacks fast in decks with cheap spells or discard outlets like Psychic Frog
This card fixes and ramps too, though not reliably
Their signature Blaster attack often has the ability to paralyze or stun your characters in some way, so a tapper is a good choice for its design