An Aura put onto the battlefield this way can enchant any permanent that was already put onto the battlefield, but can't enchant another Aura that's being put onto the battlefield at the same time
You can tap a bunch of mana rocks then attack with something meaningless like a Thopter to deal a bunch of damage to something and dig through your deck to find your finishers
For example, if a decks highest cost card is 7, players may want to make sure there are at least some cards in each of the costs from 1-6
I think initiative is a great addition to venture and shows the mechanic is can go in the right direction in terms of power level and player interaction
Sneak around your opponents defenses and strike with deadly precision
Protect yourself in the first few turns, countering problematic spells and destroying threatening creatures while you build up your mana base and fish for key cards like Phlage, Titan of Fire's Fury and The One Ring