Unable to Scream turns their biggest threats like Primordial Pachyderm, Avenging Hunter, or Jewel Thief into a 0/2 with no abilities, neutralizing both their stats and any relevant triggered/activated abilities going forward. Dispel protects our key countermagic and tempo plays from being disrupted, since this matchup often comes down to landing an Aura on their best creature and holding up interaction. Snap only temporarily delays a ramp creature and doesn't address the long-term threat of their big creatures, and Snaremaster Sprite's tap effect is too slow against a deck that ramps into overwhelming stats. Focus on neutralizing their most dangerous permanent early before it takes over the game.