Library and Hand are hidden zones, and they remain such even if an effect reveals cards in them to all players (Telepathy)
It allows you to fire off a bounce spell in the early game, and then once you unlock the Locker Room side, you get a Reconnaissance Mission-style effect
Capable of creating one hell of a swing that devastates all your opponents, Cybermen Squadron is already potentially incredibly powerful
Its hard to see decayed as anything other than a peculiar drawback to Zombie tokens in general - and were not sure the tokens would be overpowered without it, or that the inability to block with these tokens is necessary
Everything in this deck should either flip a coin, care about you doing so, or upset the boardstate in some ridiculous way
Its raw efficiency made it Eternal-playable, and its dominance was so overwhelming that it ended up banned in Standard