I agree that CCGs have a fundamentally different model, but in the standard CCG model, yes, there are ultra-rare cards, but most anyone who is a serious player will be buying enough copies to end up with one or more of them, and no one card should be significantly better than the others
I've got your leader here
Icetill Explorer Icetill Explorer combines a bunch of useful lands-matter effects on one card while fueling its own abilities with landfall
Vandalblast In what should come as a surprise to no one, Vandalblast is just about the best way to remove any artifact in red
We can't rely solely upon our opponents running great creatures and letting us destroy them, so it will make sense for us to run creatures with important keywords like indestructible and hexproof
After all, the variance in rarity is deliberate in terms of the distribution of cards in booster packs