Fortunately, a lot of high energy moves required one or more Colorless Energies
Trample allows all excess damage a creature deals to be dealt to a player, making it even easier to use abilities that trigger when this happens, while reach allows them to block creatures with flying, which can be nasty if left alone
They interact to minimize or constrain the ruthless consistency that a big baller, high rolling deck can attain, creating a diversity of gameplay that helps make Magic an enjoyable experience for continued replayability
If you want the ultimate booster box this is it
Most of these cards win the game if not answered pretty sharpish so a lot of it comes down to how easy the card is to include in a deck, how easy it is to cast and what the range of good answers for it are
Even if I can't join a prerelease due to other commitments, I'm bound to crack open a few booster packs of the set to get my hands on the physical cards