Our decks mostly noncreature spells, so Shark Typhoon floods the board with flying monsters that take over the game
It reminds me of Wizards of the Coasts older Commander precons, which were often more like two or three half-decks in a trenchcoat (the idea being that players would play a few games, get a feel for which mechanics they liked and then start swapping in cards to emphasize that part of the deck)
Being able to double up any abilities that pop upon your Wizards entering the battlefield is surely going to be a massive swing in favor within your well-crafted Wizards deck
(It's an artifact with " , Sacrifice this token: Add one mana of any color.") , : Exile target card from a graveyard
Summon: Esper Ramuh and Slash of Light can certainly perform well, but theres also plenty of times (especially early game) where they simply wont work when you need them to
Now, Jund is sleek, shiny, and new, stuffed to the brim with powerful options