I've tried to make this helpful enough that you can play along while reading it without missing anything
Making things that bit more complicated are Magic: The Gatherings cards themselves, which will often have very specific timing windows attached to their abilities - and can even break the standard rules and turn structure of the game at points
Instant ramp: Growth Spiral, Harrow, Omen of the Hunt, etc, Sorcery ramp: Into the North, Cultivate, Natures Lore, etc
Round 1: Win Round Two: Machina Gadgets Game 1, I get Herald out and start to control the game
However, you can always use cards with cycling like Lrien Revealed at the end of your opponents turn to fetch a card, and, more importantly, exile the card on top of your library to play it on your turn with no restriction
To keep the fun of Set Boosters, we needed some variance in the slots, so we couldn't lock down exactly how many of each rarity a particular booster would have, but we needed to up the number of commons