The extra access to cards and mana usually means everyone gets to at least play the game , as youll often pull anyone out of mana screw in the early game
Heres a big one I simply couldnt find the space to put Toshiro in without binning an existing black card that I feel is just as important to the story as Toshiro
Were just adding new stuff for the players that live in this environment and have experience playing other digital card games out there that do things like this. If you've seen our release calendar, the tabletop players should fear nothing as far as not getting enough stuff, Forsythe says

higher rarities will start to mix and match effects): Artifact destruction Artifact or enchantment destruction (Naturalize) "Bounce" (Returning nonland permanents to owner's hand) Card drawing Card filtering Creature destruction Creature lockdown (Pacifism and Dehydration) Creature regrowing (Raise Dead) Creature unblockability Counterspell Damage prevention (Fog) Direct damage Discard Draining creatures and/or players Enchantment destruction Fighting "Flickering" (exile and return a creature to the battlefield) Flier destruction Forced blocking Forced sacrifice "Impulsive draw" (exile a card or cards, can cast until end of turn) Land fetching Life gain Looting/rummaging (drawing and discarding, and vice versa) "Milling" (putting cards from top of library into graveyard) "Panic" (some number of creatures can't block) Power/toughness pumping (Giant Growth) Tapping creatures (including "freezing" them, where they don't untap) Temporary stealing (Threaten) Token making Uncommon Complexity Uncommon gets to raise the bar a little on comprehension complexity and a bit more on board complexity

One of the most famous Magic cards ever to be printed
Regrowth is the gold standard here, but don't forget Eternal Witness