While not that big of a deal in terms of the game it feels like a reasonably big deal in terms of design philosophy
Id only avoid this if I had a fairly low curve and just wanted to attack with cheap creatures, as its ultimately just another mana source if the game goes long enough
Well, lets start with cards that are already obvious Modern staples, the powerful spells that will elicit a whoa from across the table and are likely to be useful in the format for years to come, regardless of shifts in the metagame
Moana, Born Leader Voyage onto new locations There are already some great Moana cards found in Disney Lorcana and Into the Inklands is adding yet another
Then, you can cast the seven-mana enchantment Virtue of Strength to give your basic lands three times the mana production
Overall, Tarkir: Dragonstorm included some absolute bangers for any player who enjoys playing white