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
The rest of his abilities are top notch as well
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
Rift owns the slower midrange decks hard but it is good everywhere
There are 63 cards included in Enchanting Tales in Wilds of Eldraine , and they have the set code WOT to set them apart from other cards in the set