Memory Jar is the only other symmetrical draw spell to make this list and while it does set you back five mana on your opponent for having employed it there are two redeeming features for Jar that make this seemingly unfavourable asymmetry viable
Honorable Mentions The more impactful spells, however, will damage each opponent, not just one of them
Treat these as 1/1 red creatures
Second, sometimes a deck that can run a thing doesn't need to or shouldn't, because it's contrary to the goals of the deck or doesn't match the plan
Which pairs nicely with this case enchantments final mode because you have a better chance of playing your hand before your next upkeep to get the full value of drawing three cards a turn
As this mitigates Traxos's key downside, it can serve as a massive threat, perfect to suit up with powerful equipment cards