e-Cards are unusual in that to make the most of them you needed an e-Reader peripheral for the Game Boy Advance which let you access information about the card and sometimes access to a couple of minigames

They have 12 or 13 cards instead of 15, and their card distribution is pretty complicated: 1 art card (5% chance of a signature variant) 1 land (15% chance of a foil land) 6 connected cards 35% chance of 5 commons, 1 uncommons 40% chance of 4 commons, 2 uncommon 12.5% chance of 3 commons, 3 uncommons 7% chance of 2 commons, 4 uncommons 3.5% chance of 1 common, 5 uncommons 2% chance of 6 uncommon 1 showcase variant 2 wildcards of any rarity 49% chance of 2 commons 24.5% chance of 1 common, 1 uncommon 17.5% chance of 1 common, 1 rare/mythic 3.1% chance of 2 uncommon 4.3% chance of 1 uncommon, 1 rare/mythic 2.6% chance of 2 rare/mythics 1 rare/mythic 1 foil of any rarity 1 token/ad card with a chance of being a card from The List You basically sacrifice the boosters ability to be used in a Draft for a chance at multiple rares
I was extremely focused on these cards' interaction with spells like EphemerateEphemerate, which lead me to misjudge some of them
Cross-border shipping to the US, Australia, or the Gulf erodes most of the fee advantage
Each interior comes with a number and the player then puts whatever that number is onto a card, for example, two +1 counters, or they can create a 2/2 spirit token
This card is a fantastic representation of the character, an evil, conniving man with political aspirations who transforms into the maniacal Green Goblin and sows mayhem through New York City