Strong interaction suite is easy to justify because interaction also becomes card advantage when it cascades
The dungeons you can choose here are Dungeon of the Mad Mage, Lost Mine of Phanelver, and Tomb of Annihilation if it has been a while since you interacted with that mechanic
So, it's possible you can trigger an effect four times with just one activation with Katara and the right mix of effect doublers on the battlefield
The effect-based restrictions for the bracket system are just descriptive enough for players to get a general sense as to what falls in each category, but they are by no means as comprehensive as, say, the Magic rules or the Banned and Restricted list
Across Unfinity , here is the breakdown of acorn-symbol and Eternal-legal cards, including Attractions (but not each Attraction variation): 60 Eternal-legal commons (8 Attractions) 30 Acorn-symbol commons (2 Attractions) 43 Eternal-legal uncommons (7 Attractions) 29 Acorn-symbol uncommons (5 Attractions) 18 Eternal-legal rares (7 Attractions) 36 Acorn-symbol rares (6 Attractions) 4 Eternal-legal mythic rares 14 Acorn-symbol mythic rares 10 Basic lands (two treatments for each type
Fireball sorts of effects get better when theres more access to cheap mana (hence the combo with Channel early in the games history)