The thing is, the stats rarely matter when you want the card to destroy an enchantment but also have some extra functionality
This will also add politically based removal to every deck that needs it, like Black's inability to handle artifacts or Red's enchantments or Green's creatures (typically, although there are exceptions)
Honestly, if you can stall for a bit with Gardevoir (130 HP, after all), you can add more Energy and increase the damage output from Mega Diancie EX
Full Moons Rise gives Werewolves you control +1/+0 and trample too, but you can also sacrifice it to regenerate all of your Werewolf creatures, which is great against board wipes Theres also Cult of the Waxing Moon, which is a five-mana 5/4 that makes a 2/2 Wolf token whenever any permanent you control transforms into a non-Human creature, which should be happening an awful lot in this deck
I decided it would be a good idea to expand it into a full article to help newcomers quickly grasp the mechanics