Destroying a rare bomb is one thing, but the fact is that Stroke of Midnight is incredibly weak at removing middle-of-the-road creatures, and removal really should be good at doing that
It makes for a smoother game overall and works incredibly well under various stax effects, which notably makes for a great sub-theme, and Heliod is overall one of the best mono-white commanders
While it might seem like an official collaboration with Play-Doh is a little out of left field, there's logic to Wizards of the Coast choosing to swing straight out of its Spider-Man Secret Lair, which releases next week, and into a Play-Doh one, which drops seven days later
I suppose you are experimenting by giving away creatures and gaining card advantage when they attack
If you need card advantage and cheap evasive attackers, this might be the only werewolf for you
Teferi, Mage of Zhalfir can be ridiculously good in any control-focused deck