Its a self-contained win condition that can also provide incremental value, so its hard to complain even if it costs 5 mana up front and 3 more to activate
Instead, they're a fun way to add different aspects of Magic history to Mystery Booster 2
Cards are almost written in their own language, with particular words and phrases target, destroy, counter carrying special meaning they dont have in Merriam-Webster
However, there are far more opportunities for strategies to fall through and players to be left with no way of winning with the Emerald/Sapphire deck than there are with the Amber/Ruby one
And you'll choose the values for the copy's own enters-the-battlefield replacement effect
Still, theres something to be said for cards that make your deck more consistent, so weve seen lots of players opt for 16 lands with 2 cyclers rather than 17 lands (like in Duskmourn )