You don't get to keep them for later
CP1 - 1P - 2/1 [new mechanic A] (a two mana purple card is tough to play in limited, so I think it should be good) CP2 - 2P - 3/1 First Strike CP3 - 2P - 2/2 [new mechanic B] CP4 - 3P - 2/2 Flying, [new mechanic B] CP5 - 4P - 4/3 [new mechanic B] CP6 - 5P - 4/6 Trample CP7 - P - Instant - Remove Soul CP8 - 1P - Instant - Choose one: counter target green spell, or destroy target green permanent, or destroy target forest (this would be a cycle of six, so it needs to be different from the existing R/U blasts) CP9 - 2P - Sorcery - Deal 3 damage to target creature or player
Caged Sun is great for any mono colored deck, offering both ramp and buffs
Arahbo, the First FangArahbo, the First Fang The first of two distinct Arahbo cards on this list, this more recent version is a 2/2 for that serves as a Cat lord, giving all Cats you control +1/+1, and it also delivers a 1/1 Cat token whenever it or another nontoken Cat enters the battlefield under your control
Universes Beyond eschews this pattern in favor of crossovers, with cards themed after other franchises