Decks that run only one or two colors can have more basic lands in their manabase than decks that run upwards of three colors
The first expansion was "The Quest Begins" and followed by these other expansions: 2002 Path of the Pirate King Champion of the East Blue The Battle of Alabasta The Powers of the Sea Assault on Baroque Works The Way to the Grand Line The Kingdom's Revival Alabasta Kingdom's Endgame 2003 The Straw Hat Pirate Flag Justice on the Open Sea Treasure Sheet Skypiea's Holy War Pirates' Bond 2004 A Vow Between Adventurers The Golden City in the Sky Davy Back Fight Trap Devil Fruit Rhapsody 2005 The Ship of Heroes Two players build a deck of 32 cards and battle each other with pirates, abilities and tricks
Sure, mana rocks exist, but this helps color fixing as well as boosting any sort of land matters theme in your cube as well
There's no once per turn clause here, and eerie even triggers off unlocking rooms, if you're so inclined
If Caustic Bronco isn't on the battlefield as its triggered ability resolves, use it whether it was saddled or not before it left the battlefield to determine who loses life
Goblin lords have come a long way over the years, with myriad new ones seemingly being released every few years