If you are able to bargain, bounce, or Break the Spell before the final chapter, it simply exiles a creature and provides the Chapter II bonus as well
Hope it helps answer some of your questions
Already a 1 in 1,000 drop rate at that point, I went with two possible ratios of Gauntlet to Cosmic
Impulse drawing can give huge card advantage, but the bonus here is that if you dont play the exiled cards, you can deal direct damage to each opponent
You get an emblem with "Instant and sorcery spells you cast have storm." (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.) Ral's first ability resolves before the spell that caused it to trigger
It's so effective for multiplayer because it mills each opponent and grows based of all of the opposing graveyards, not just one player's