If your curve is low enough, you should be able to reliably get back quite a few cards if youve been filling your graveyard throughout the game with self-mill or other means
We're going to do a thorough analysis of each deck, highlighting its goals and how well it accomplishes them, check out its deckbuilding fundamentals, identify its strongest and weakest cards, then use all that information to create a high-impact list of upgrades for under $30
In your developing turns, the flash on it offers you an amazing level of flexibility, letting you waste your opponents mana by not letting them use removal on your turn, catching your opponent off-guard sometimes (especially if they dont realise youre on Mono-Blue), and letting you hold up countermagic whilst still threatening to develop your battlefield if you dont need to counter something
Let me give you a simple example
Battles on the other hand have a one-shot effect, and even assuming you are able to cast them transformed on the same turn, they typically present a threat that is more likely to be something most decks are equipped to deal with