Loot, the Key to Everything
The engine here rewards diversity, not quantity. Most card-advantage payoffs in these colors count permanents, or lands, or power on the board; the upkeep trigger instead counts card types among your other nonland permanents, which means a single artifact creature, an enchantment, a planeswalker, and a Battle can outdraw a battlefield stuffed with vanilla beaters. That shifts the deckbuilding target away from flooding the board and toward assembling a menagerie: the wider your type spread, the deeper the exile digs. The body is deliberately small, a 1/2 whose job is to survive rather than attack, and Ward is the tax that keeps a three-mana engine from being answered by every one-mana removal spell in its range. The catch that keeps the payoff honest is baked into "play those cards this turn": exiled cards stop being playable after that turn, so the trigger is a use-it-now impulse dig rather than permanent card advantage. You are not banking cards; you are converting board complexity into a burst of resources you have to spend before cleanup. It is a design that punishes the greedy midrange pile that never diversifies and rewards the build that treats every permanent type as a countable resource, turning the question "what do I put on the battlefield" into "how many kinds of things can I put there."



