Both of these Locations don't have a unique ability, but they ease the player into using them by being cheap, ink cost-wise, while also gaining you one lore at the start of your turn, so long as the locations stay on the field
Amethyst/Steel has long been a reliable deck in the Disney Lorcana competitive scene, and its good to still see it doing work today
WARP IS DESIGNED FOR 1V1 MAGIC While I do want to talk about the effect of Warp on eternal formats like Commander, I want to stay for now talking about 1v1 Magic, because I feel like Warp was designed with that in mind, and in a lot of ways, its an admirable attempt at making higher mana value cards and synergies that require multiple cards relevant
For whatever reason, Bloomburrow has lumped in Squirrels with Rats, Insects, and Spiders, even though they're easily the least creepy critters on the list
Rift owns the slower midrange decks hard but it is good everywhere
You will receive 10 random planeswalker cards