For example, consider Tinker Bell, Giant Fairys Rock the Boat power, which deals one damage to every opposing character when shes played
Each interstellar booster contains Rares and/or Mythics, Traditional Foils, a Borderless basic land, and more
Your commander is what's going to get you to close out games quickly, especially since it burns all of your opponents at once as opposed to just one
Even when you have other lands and can make them later in the game a bounce land is still a slow and clumsy land that is more awkward to use efficiently than any other in the cube
Back to 1993 and 1994, when two cards were printed that I'd argue were the original "flip cards." These didn't transform or have modality
Note that some control decks lean very heavily into board-wipes as a way to control the board