Association with Rarity Here are effects that don't tend to start until uncommon: Card draw gaining you three or more cards Creatures that have an enters-the-battlefield effect that kills creatures "Curiosity" (saboteur effect leading to card draw) Direct damage to multiple/all creatures Global enchantments Granting other creatures invulnerability "Locking away" permanents (exiling for as long as permanent stays on the battlefield) Reanimation Regrowing anything from the graveyard to hand "Specter" ability (saboteur effect leading to discard) "Tutoring" (putting a card from your library into your hand) Vehicles Rare Complexity Rare is where the cards with the greatest comprehension complexity and board complexity go
I still struggle a little bit to understand why Pot feels better here than in some other homes, but it does, though that perception could simply be my own luck changing
3x EGS1-EN029 Card Advance Common Normal Spell Card
As for the loot ability, Insolent Neonate has tons of good options to discard
Other haste-enabling cards that give the ability to any or all of your creatures or all of a specific creature type are todays focus, with most typal cards ranking low due to their rigid deck requirements
Instead, we have to scrap for one-mana 1/1s that maybe give us some value down the line with Graveyard Marshal or Liliana, Untouched by Death