On the other hand, just using this with some energy generators to flash out creatures is useful
Association with Rarity Here are effects that don't tend to start until rare: Alternative win conditions Copying permanents Counter doubling Damage doubling Extra combat steps "Lobotomy" (removing all of one card from the game) "Maro" ability (power/toughness equal to hand size) Mass creature destruction "Meddling" (name a spell that then can't be played) Massive token creation Permanent control change Playing cards off top of library Spell copying Spell redirection Tutoring creature from library onto the battlefield Mythic Rare Complexity We allow advanced board complexity at mythic rare, but actually require lower comprehension complexity at mythic rare than we do at rare because we want players to understand what the mythic rares do
Then you get your gold cards which used to be the most prized, but more recently lost all their allurethis time out there are just two of them, with a lot more detail etched into the gold foil, and the hilarious new classification of Mega Hyper Rare
Hell, one of them was banned in Vintage
Instant Color tag templates(None) Irenicus's Vile Duplication Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary
The other RC members and I play at a level a little higher than battlecruiser, but we generally dont have extreme speed pressure