Duress strips key noncreature cards from their hand, making it much harder for them to hold up Counterspell, Daze, Thwart, or Chain of Vapor while also deploying Stasis. A third Daze gives us more free protection to push through our reanimation spells against their dense counter suite. Sickening Dreams is weak since it doesn't answer Stasis and damages us unnecessarily, while Foil is redundant with our own countermagic plan against a deck we're racing rather than grinding. We rely on resolving threats quickly before Stasis locks the game, so keeping our proactive plan intact is key.