If your opponent has no way at all to produce Blue mana it definitely gets a little more interesting, but this format has such good mana that I wouldnt count on them not having it
Taking the druid class as an example, attaching a class sets it at level 1 and grants the abilities of a level 1 class (whenever a land enters the battlefield under your control, you gain 1 life)
Lokhust Heavy Destroyer A harder-to-cast and more expensive artifact version of Fleshbag Marauder you can use twice that lacks zombie synergies
This is not only useful to negate a powerful Monster on the opponent's Field but can also be used to negate its own effect so it stays on the Field and doesn't get shuffled away in the End Phase
For day-to-day sorting, you don't usually need to worry about the algorithm part you just use the built-in tools that come with the language unless you specifically need something different
When you are designing a new mechanic for your set (or for your game in a general game-design sense), the first question you ask yourself is, "What is it?" You have to define the space it fills and figure out what role it plays in your design