Some classic examples are Tooth and Nail and Outpost Siege
Speed can only increase once per turn, and it doesn't leave the game once you start tracking it
You may sacrifice Accursed Marauder to its own ability
Its true that they have a lot of staying power so it might look weird to overload on 1 for 1 removal spells but their additional value cards dont actually matter that much your lategame of Trawler, Krasis and Tamiyo plus Elspeth Conquers Death combination is too strong and give you inevitability so you just need to make sure to not get too behind in the early game
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Again, Ive heard a thought or two that the latter shouldnt apply since it also reboots things, but Im again left scratching my head