Often, youll have to trade two cards for one of your opponents bigger threats this is where A Whole New World shines by refilling your hand
While exiling your own creature is generally frowned upon, youll be gaining yourself 10,000 life, which is a huge amount in any game
Remember, I am not saying these cards are bad or will not see play in other archetypes, they are just not slam dunk includes for over 1/5 of the metagame, in full playsets, for every player running a certain deck
They also create intrigue in the way they're built - after having done some research, I think there's obvious upgrades for both that aren't too hard to find
Its activated ability digs through an opponents library until it hits an instant, sorcery, or creature, and then it lets you cast that card for free
I'll also make one Can't-Miss pick, which is my surest selection of the set