They both: provide a continuing advantage as long as the designation is maintained, apply to one player at a time, start the game applying to nobody, are granted explicitly by card abilities, can be "stolen" by dealing combat damage to the current designation-holder, are printed in supplemental sets rather than standard-legal sets, synergize with several cards in their sets, are narrow, directly interacting only with cards that mention them explicitly
Then again, this pair works better in chaotic decks with large mana values rather than focusing on coin flips
But I feel confident that Lessons are going to define SoS just like they did Strixhaven , and the prepare mechanic will give us a new way to use them
It gives some defensive power to a deck looking to attack
Heroic Intervention sees competitive metagame play in 1 format(s): Commander
There are a lot of essential Magic cards that cost 1 mana, and Mental Missteps option to be cast without any mana means the blue player will be countering spells before theyve even taken their first turn