Unlike most instant-speed removal, you cant use this to two-for-one an opponent thats using a combat trick, an annoyance that comes up often enough, which is a consistent, small strike against the card
The Mechanist, Aerial Artisan Tacking Clues onto every noncreature spell you cast makes The Mechanist, Aerial Artisan some of the most consistent Clue production we've ever seen in the command zone, and mono-blue has the tools to break it
If cards become worthless, many fewer packs will be opened

Here is the all important deck list Counts : 100 main Creatures:28 1 Dragonlords Servant 1 Adaptive Automaton 1 Dragonspeaker Shaman 1 Boneyard Scourge 1 Dromoka, the Eternal 1 Kolaghan, the Storms Fury 1 Scalelord Reckoner 1 Scion of the Ur-Dragon 1 Scourge of Valkas 1 Sunscorch Regent 1 Wasitora, Nekoru Queen 1 Broodmate Dragon 1 Crosis, the Purger 1 Hellkite Charger 1 Hellkite Tyrant 1 Niv-Mizzet, Dracogenius 1 Ryusei, the Falling Star 1 Savage Ventmaw 1 Silumgar, the Drifting Death 1 Steel Hellkite 1 Teneb, the Harvester 1 Atarka, World Render 1 Bladewing the Risen 1 Deathbringer Regent 1 Ojutai, Soul of Winter 1 Nicol Bolas 1 Utvara Hellkite 1 The Ur-Dragon Spells:33 1 Earthquake 1 Nihil Spellbomb 1 Sol Ring 1 Dragon Tempest 1 Farseek 1 Helm of Awakening 1 Rampant Growth 1 Seek the Wilds 1 Steely Resolve 1 Anguished Unmaking 1 Commanders Sphere 1 Cultivate 1 Darksteel Ingot 1 Descendants Path 1 Elemental Bond 1 Growing Rites of Itlimoc 1 Heralds Horn 1 Kodamas Reach 1 Temur Ascendancy 1 Crucible of Fire 1 Frontier Siege 1 Syphon Mind 1 Utter End 1 Whip of Erebos 1 Coat of Arms 1 Crux of Fate 1 Gravitational Shift 1 Kindred Discovery 1 Palace Siege 1 Unburial Rites 1 Vanquishers Banner 1 Obelisk of Urd 1 The Immortal Sun Lands:39 1 Arcane Lighthouse 1 Arcane Sanctum 1 Command Tower 1 Crucible of the Spirit Dragon 1 Crumbling Necropolis 1 Exotic Orchard 3 Forest 1 Frontier Bivouac 1 Haven of the Spirit Dragon 3 Island 1 Jungle Shrine 6 Mountain 1 Mystic Monastery 1 Nomad Outpost 1 Opulent Palace 1 Path of Ancestry 3 Plains 1 Sandsteppe Citadel 1 Savage Lands 1 Seaside Citadel 3 Swamp 1 Vivid Crag 1 Vivid Creek 1 Vivid Grove 1 Vivid Marsh 1 Vivid Meadow

Rootwise Survivor's last ability doesn't have a duration, which means the land remains a creature indefinitely