Technically, it kills Walking Ballista in Standard and does hate on random energy cards that still show up in the format (like Glint-Sleeve Siphoner) while also doing weird, fringe things like taking explore counters off Jadelight Ranger or Verdurous Gearhulk counters off whatever creature they are dumped on, but this might not be enough to make most decks play a 1/4
But Ward 2 helps a lot with that problem and Vigilance means that Marauding Sphinx is likely to dominate the board for multiple turn cycles
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And if you have ten or more life over your starting value, she becomes a 10/10, which is a huge threat, especially in a Vampire deck
However, like Necropotence, it was eventually pushed to such a degenerate place that fewer and fewer games were actually interesting when it was on the table