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

negate the activation of that card
For example, any Characters at Tianas Palace cannot be challenged whilst theyre placed there
Others will take some time to grow into their value, containing cards that are either unappreciated during their time in Standard, underappreciated until someone brews a new deck that utilizes them in a sanctioned format (Seasoned Dungeoneer and White Plume Adventurer, anyone?), or are in need of a card that has yet to be released to exercise their true potential
Its got high synergies with spacecraft, so you can fetch one and help station it