Most of the cards above fall into the following categories: Efficient Removal Build-around Card Draw Taxing Effects Card Advantage through Flexibility/Modality Aggressive Token Production Blink/Flicker Effects From this, we can begin to carve out Whites pervasive identity, at least when it comes to playable cardseven if that doesnt meet what Wizards considers the design space White should occupy
Some are beautiful, some are terrifying
Second on this list is the incredibly rare and valuable Mega Charizard X ex Hyper Rare
Coming from the Worst Generation starter deck, Kid has a very direct effect that lets you rest three DON!!, trash a card from your hand, and set the leader as active once per turn
Its a surefire way to end games
In these cases, you should absolutely play as many of the situationally powerful blue ramp and acceleration cards that make sense for your deck