To explore, you'll need to have a creature that can go on a journey and some card that causes it to explore (either as part of a spell effect, or an activated or triggered ability)
I still to this day have books from that period where Im listing out Magic decks I want to make, or Im working on my own ideas for trading card games. A Warhammer 40K trading card game that Miller co-designed in 2001 with Luke Peterschmidt has roots in that era
This helps you avoid post-purchase drama, like finding hidden scratches or undisclosed damage
Got to about 250 wins, then lost to Murray, because I ended up burning through my deck instead of playing it slow and letting him deck himself out
Artifact hate is nice, but the freedom of choice makes it a little slower
Fun fact: There's a egregiously rare version of Mewtwo with the promo stamp accidentally printed upside down