Casting historic spells is fairly easy since any cheerio or 1-mana artifact does the trick, and you get up to a 3-drop back
First off all, it exiles, preventing your opponent benefitting from pesky death triggers

by Stardragon So I created the rest of the "New" sword cycle hope you all enjoy them et me know what you guys think of them so were much harder to create neat and fun swords and some are kind of generic but powerful and high utility Pro Art/Enchant- - A genaric artifact and enchantment hate card but with power as it exiles instead of destroys Pro Colorless/Battle- - Steal a card and either make it hard for you opponents to take down a battle you don't want to activate or make easier to activate your battles or one you do want to activate Pro Player/Walker- - Instead of giving protection from every player as that would make the planeswalker part redundant so I limited it to 2 players that way in a standard four man pod there would be at least one player that interact with the equipped creature but that player's planeswalkers still couldn't touch it Pro Planeschase/Archenemy- - the most niche of the swords but the ability for a creature to ignore most schemes and phenomenons and let roll a planar die an additional time for free or give you a scheme free turn plus everyone fighting the archenemey a draw is powerful Pro creature and land- - a quick design but a good one I think keeps opponents stuff tapped and keeps your stuff safer while unhappiness your lands Preparation and Adaptability makes me think the Thunder Junction would be an interesting place for an Archenemy set

The impressive full-art designs draw inspiration from the style of the latest MTG cards, ensuring that your collection stands out from the crowd
You can have emptied your hand on turn two and be ready to use your spare mana to tie up theirs with little to no impact on your curve at all
Obviously, having these cards legal in any Arena format would be a bit of a problem, so this uncollectible approach by Wizards makes sense