At that point, you end up with more mana that you know what to do with
This doesn't mean Stage Ones are bad cards, many are amazing, but them being slower cards to get into play is something a player should consider when deckbuilding

Agent 13, Sharon Carter Alquist Proft, Master Sleuth Angelic Sleuth Antarctic Research Base Antique Collector April O'Neil, Live on the Scene Armed with Proof Auspicious Arrival Ballroom Bearer of Overwhelming Truths Billiard Room Briarbridge Patrol Briarbridge Tracker Bygone Bishop Byway Courier Carnage Interpreter Case of the Filched Falcon Chalk Outline Cold Case Cracker Confirm Suspicions Confront the Unknown Conservatory Curious Inquiry Declaration in Stone Deduce Dennick, Pious Apparition Detective's Satchel Dining Room Disorder in the Court Drag the Canal Drownyard Explorers Duggan, Private Detective Eliminate the Impossible Eloise, Nephalia Sleuth Erdwal Illuminator Ethereal Investigator Evidence Examiner Expose Evil Ezrim, Agency Chief Fleeting Memories Floodhound Flotsam // Jetsam Flotsam // Jetsam Follow the Bodies Foreboding Steamboat Forensic Gadgeteer Foul Play Fugitive of the Judoon Funnel-Web Recluse Gleaming Geardrake Gone Missing Hall Hard Evidence Heaven Sent Hold for Questioning Homicide Investigator Hostile Investigator Hotshot Investigators Humble the Brute Innocent Bystander Innocuous Researcher Inquisitor Eisenhorn Inquisitor Greyfax Jace's Scrutiny James, Wandering Dad James, Wandering Dad Kellan, Inquisitive Prodigy Kellan, Inquisitive Prodigy Kitchen Lavinia, Foil to Conspiracy Lazav, Wearer of Faces Library
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They wanted to create a game that both kids and adults could enjoy
For example, let's look at Shed Weakness
Zimone, Paradox Sculptor is reminiscent of Vorel of the Hull Clade, but what you lose in having a higher mana value and its inability to double counters on lands, you gain in the immediate and repeated value its brings by distributing two +1/+1 every combat, and getting to double the counters on two targets when you activate its ability