Some are Booster Fun treatments, while others are specific to the Foundations Jumpstart boosters or the Foundations Starter Collection
Obviously you need turn one or two plays in a format like Modern, so Crashing Footfalls gets around this with Adventure cards like Bonecrusher Giant, and Split cards like Fire/Ice
A 0/5 is pretty hefty to burn or kill in combat and always feels like a waste to use dedicated removal spells on it, particularly if they have already had use from it
Fire / Ice and Cryptic Command are examples of these and both are much better than Charm in terms of power however Command costs to much to be an aid in screws and Fire / Ice is just so off the curve in power that it outright wins more games in a dull way than it does rescue games from the clutches of a screw
Your commander begins the game in this zone and you can cast it from here as if it was in your hand
This is then followed by the Cyan (C), Magenta (M), and Yellow (Y) layers respectively