The idea, at the time, was that we could create some extra layered complexity by having cards that could take advantage of the fact that most creatures have two creature types on them
(You cant be the target of spells or abilities your opponents control.) Each opponent cant venture into the dungeon more than once each turn
An ACR Collector booster includes: 3 Traditional foil uncommons 1 Traditional foil Memory Corridor treatment uncommon 1 Foil etched uncommon 1 Basic land slot, which can be replaced by a rare/mythic Scene card 13.6% of the time 1 Traditional foil rare or mythic 1 Non-foil extended art rare or mythic 1 Rare or mythic wildcard that can range from an extended art card to a serialized card 1 Foil etched rare or mythic How Many Cards Are in a Collector Booster
This type of value system exists in the Pokmon TCG as well, so lets see what that looks like: This is straight from the Pokmon TCG rulebook, and its telling
Its core strategy revolves around accelerating mana production, controlling the board with powerful threats, and using recursion effects to keep pressure on opponents