A card can be a little pricey and dead in your hand sometimes if it means that its incredible strength is going to make up for the fact you were clogged on three of them for a few turns
Think Furnace ReinsFurnace Reins, Act of TreasonAct of Treason, and Song-Mad TreacherySong-Mad Treachery - which doesn't even cost you a nonland slot

Aang, at the Crossroads Abundant Harvest Acceptable Losses Acclaimed Contender Adaptive Omnitool Advanced Reconstruction Adventure Awaits Adwal, Breaker of Chains Aetherworks Marvel Ajani's Influence Ajani, Valiant Protector Akroma, Angel of Wrath Avatar Aladdin's Lamp Alpharael, Stonechosen Amok Amplifire An Unearthly Child Ancestral Carvings Animist's Awakening Annoyed Altisaur Ao, the Dawn Sky Apathy Apex Devastator Arcane Bombardment Arcane Infusion Arcanis, the Omnipotent Avatar Arcanist's Owl Archdemon of Paliano Ardent Plea Armored Skyhunter Arthur, Marigold Knight Artificer Class Artillery Enthusiast Ashe, Princess of Dalmasca Astor, Bearer of Blades Atla Palani, Nest Tender Atraxa, Grand Unifier Atraxa, Grand Unifier Audacious Reshapers Aurora Awakener Aurora Phoenix Ayesha Tanaka, Armorer Bag of Tricks Balduvian Horde Balor Barbarian Bully Basic Conjuration Belisarius Cawl Better Offer Bigger on the Inside Birthing Ritual Bituminous Blast Black Cat Black Cat, Cunning Thief Blitzwing, Adaptive Assailant Bloodbraid Elf Bloodbraid Marauder Blossom Prancer Board the Weatherlight Boarding Party Boromir, Gondor's Hope Bottomless Pit Boughside Wanderers Bounty of Skemfar Bounty of the Deep Brazen Upstart Break Out Brightwood Tracker Bucky Barnes, Eager Ally Buried Treasure Burning Inquiry Calibrated Blast

One frequent complaint about the game involves the notion that there is too much luck involved, especially concerning drawing too many or too few lands
If you control a curse enchanting an opponent, then that opponent gains control of the curse, you'll no longer control the permanent, and that opponent will essentially be cursing themselves