Cards from Un-sets are often designed as jokes, so they can get very weird
Hayes Usually when I'm doing top-down design (that is, I'm designing mechanics to match flavor rather than starting with the mechanics), I start by writing down everything I know about the thing I'm designing
Whereas the previous model could only describe a combination of untapped and filler cards, this new tool can (so far) simulate: Cards that immediately, as well as in subsequent turns (according to a pattern): Add mana Draw cards Create Gold/Treasure tokens Playing a single land and an arbitrary number of non-lands per turn Player agent strategies with regards to: Taking mulligans Choosing which cards to play Discarding cards at the end of turn With these effects alone we can model a lot of cards of interest
Last but not least, while this may seem like an oddly specific question, we figure its worth asking
Ill be using my own decks as examples, as well as decks from my regular playgroup Now, this isnt to say that everyone should have seven decks I know thats not financially possible for everyone