The Renew cards will put counters of various kinds, mostly +1/+1 counters, but they can be other numbers too
I'm most pleased with what happens to all those details Claude pulls from the photos
The flaw is that it has become quite difficult to fulfill the role of interfering with development by filling the main monster zone during the opponent's turn

The deck: Ally Tribal Comparative Analysis 37 Lands 13 Ramp : Great Divide Guide, Harabaz Druid, Arcane Signet, Sol Ring, Beastcaller Savant, Patchwork Banner, Cultivate, Chromatic Lantern, Mina and Denn, Wildborn, Heralds Horn, Tarnation Vista, Mai and Zuko, Boiling Rock Rioter 10 Target Removal : Tuktuk Scrapper, Murasa Pyromancer, Masked Vandal, Jet, Freedom Fighter, Jwari Disruption, Kabira Takedown, Hagra Mauling, Aang, Swift Savior, Aang, Airbending Master, Chomping Changeling 2 Board Wipes :Crippling Fear, Winnowing 3 Graveyard Recursion : March from the Tomb, Rally the Ancestors, Boiling Rock Rioter 3 Graveyard Hate : Bojuka Bog, Agadeem Occultist, Boiling Rock Rioter 2 Tutors : General Tazri, Munda, Ambush Leader 8 Protection : Ally Encampment, Hero of Goma Fada, Kabira Evangel, Laezels Acrobatics, Jwari Disruption, Hakoda, Selfless Commander, Appa, Steadfast Guardian, Aang, Swift Savior 9 Card Draw : Sea Gate Loremaster, Distant Melody, Reconnaissance Mission, South Pole Voyager, Smellerbee, Rebel Fighter, Hakoda, Selfless Commander (kinda), Heralds Horn, Kindred Discovery, Invasion Tactics 6 Finishers/ Surprise /Alternate win conditions : Sokkas Charge, General Tazri, Tajuru Warcaller, Appa, the Vigilant, Katara, Water Tribes Hope, Invasion Tactics As we see form the comparative analysis, the rates per category are good
