For example, if you control Laughing Jasper Flint and Vial Smasher, Gleeful Grenadier, having a creature an opponent owns that normally isn't an outlaw enter the battlefield under your control will cause Vial Smasher's ability to trigger
Decks with mostly common and uncommon cards are far more accessible to new players, as rarer Wildcards are hard to come by
In practice, Wrecking Ball Arm allows for any of your creatures to experience what it's like to be a Greater SandwurmGreater Sandwurm, which is powerful enough if you're equipping it to a legendary creature
Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs
It reminds me of Wizards of the Coasts older Commander precons, which were often more like two or three half-decks in a trenchcoat (the idea being that players would play a few games, get a feel for which mechanics they liked and then start swapping in cards to emphasize that part of the deck)
Hobgoblin, Mantled Marauder Hobgoblin, Mantled Marauder proves that speed and discard triggers are a lethal combination