Firstly, I'm partial to more tribal decks, and having a general Wyrm engine appeals to me
"Dark Magician" or "Dark Magician Girl" + 1 Spellcaster monster Once per turn, if a Spell/Trap Card or effect is activated (except during the Damage Step): You can draw 1 card, then if it was a Spell/Trap, you can Set it, and if it was a Trap or a Quick-Play Spell, you can activate it this turn
Supporting Pokmon usually focus on energy setup or draw consistency, keeping the game plan simple and repeatable
Here are all the Enchanted rare cards in Disney Lorcana and where they fall in the rankings
Hand Extension, as the combination of these cards helped a player mount the comeback, not just one card alone
toss a coin, and if it is heads, negate that monster's effects