In the later parts of games, when you have enough lands or if you are just flooding, these become spells you can cast and are not just dead in your hand
However, it wouldnt be terribly difficult to add a few more and maybe Field of Ruin
The issue with the player experience counters, is that the traditional routes of dealing with it aren't there
I could list every new card I love - like Alice, Growing Girl, who lends the Support keyword to your other characters and gains four lore when you reach ten strength, or Sisu, Divine Water Dragon, who allows you to draw a new card every time you quest - but in general all of the new cards in Rise of the Floodborn feel like a shift in power and ability
Illustrated by Paul Scott Canavan Standard Legal Alchemy Legal Pioneer Legal Historic Legal Modern Legal Brawl Legal Legacy Legal Comp
What are the benefits of these cards and how good are they