Savage Alliance deals 2 damage to target creature
In their simplest interpretation, somewhat similarly to Structures, Battle cards act as Enchantments that can be attacked by their controller (but they are not Enchantments, they are Battles)
The deck is oppressively strong once it gets rolling but can be shut down if our board gets wiped before we can start drawing cards
Its palatable when the spell requires a lot of hoops to jump through to create that huge advantage, or the spell youre casting does some whacky stuff like Warp World
You can also reset your other planeswalkers who are running out of loyalty, or re-use any creature with an enters-the-battlefield trigger, or bounce your opponents planeswalker that is about to ultimate
Cards that create lander tokens, effects that give you no maximum hand size, and multicolor payoffs all help this deck function