Some cycle, some hit your opponents graveyard, some kill creatures, and so on
You can name any card, even if that card doesn't normally have an activated ability
Still, this archetype seems to struggle to make a strategically cohesive deck, and skilled draft players may be better off drafting something with a clearer identity
It just draws an extra card each turn and applies pressure
The Creative Team in R&D works hard to create a meaningful world that goes beyond just how the cards play, and there's even a category of player that loves Magic cards more for their art and flavor than what they actually do in the game
Theyre kind of like lands that you pay mana for, but theyre beneficial because they speed your game plan up to generate more mana early