Conclusion Magic: The Gathering cards can absolutely have value, but the market is not as simple as old equals expensive or mythic equals valuable. The cards that perform best usually combine scarcity, demand, condition, history, and collectability
Meaning that if you opponent has already used a hand trap against you, or is trying to do so for the first time, you can grab that card and prevent its effects from resolving
This is especially relevant to formats like Booster Draft, where following the deck-building rule may not be possible
If Locker Room is worth a third of a card I could see Bottomless Pool being worth it, but I suspect Locker Room will be worth less than that
No Mega here since I'm sticking to only one gimmick per team and considered the Z-move to be necessary
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