All of them have incredible 187 (enters the battlefield) abilities that you might want to get a second use out of
Theyre action at a cost, and you start getting into logjams where you cast your learn card, then cast the Lesson, then draw more learn cards in the process, and have more spells than you have mana to cast them
Ease of Teaching & Accessibility As with all CCGs, or even card games you can play with hands face up and/or build a nice simple deck with easy to use cards
I also love the little subtle gag of red tape around the card art
And a few of the removal spells are meant to take out small or non-flying creatures, like Sweltering SunsSweltering Suns, MagmaquakeMagmaquake, and Clan DefianceClan Defiance
Some later Flairs have to be made available by unlocking earlier ones