They're powerful in that they form an engine that can grease the wheels of a life gain deck, but not so overwhelming that either of them are too likely to see a single target removal spell come their way
haha Monsters 24 Night Express Knight x3 Heavy Freight Train Derricrane x3 Bullet Express Train Bullet Liner x3 Flying Pegasus Railroad Stampede x3 Special Schedule x1 Jizukiru, the Star Destroying Kaiju x3 Gadarla, the Mystery Dust Kaiju x2 Ash Blossom x3 Maxx "C" x3 Spells/Traps 16 Pot of Extravagance x3 Monster Reborn x1 Harpie's Feather Duster x1 Raigeki x1 Lightning Storm x1 Terraforming x1 Called by the Grave x2 Revolving Switchyard x3 Urgent Schedule x3 Extra Superdreadnought Rail Cannon Juggernaut Liebe x1 Superdreadnought Rail Cannon Gustav Max x1 Number 81: Superdreadnought Rail Cannon Super Dora x1 Iron Wolf x1 Divine Arsenal AA-ZEUS - Sky Thunder x1 *If you want to do it properly, have 3 of each Train series
I had the pleasure of leading War of the Spark design and loved leading another "event set" to bring a story arc to its culmination again here
Theyre mostly very versatile and play into a ton of different strategies, all while being inherently useful forms of card advantage
This can be done a few times each round of turns in multiplayer with more instant making tokens like the aforementioned Raise the Alarm and similar effects
The first printed was Mentor as a three-mana 2/2 with one ability when a small dork with a two or fewer power arrives, you can swap a mana for a card