I didn't notice Stitched as OP, dreamer crew has far more oppressive models (okay maybe not for 6 stones), but given relatively short range (six inches) opponents care more about keeping distance/ getting rid of stitched, what is drawing attention away from rest of the crew is doing. Fiendish gamble is once per activation so we're potentially talking about 4-5 high cards a game. Cards that you first have to remove first for some time, but honestly I don't see stitched attacking anyone turn 1, so effectively 3-4 cards. I usually take one stitched with dreamer crew and summon another rather when first one is killed than running two simultaneously (unless something went terribly wrong and I have bunch of severes out of deck).