In general Arena rewards you for crafting the "good" cards and punishes you for crafting "bad" ones .
i.e if you craft 4x
Thoughtseize it's probably going in every single black deck you try to make in Historic for the rest of time, however if you use them same 4 rare wildcards on say
Calamity Bearer it's going in exactly one deck and if Giants bad you'll never get use out them.
Probably the Historic deck with the best wildcard/power ratio is U/W Aura's, it's a very strong deck and only needs
Kor spiritdancer and the manabase for rare wildcards, everything else is uncommon/common
That’s a good shout brother! Yes I tend to make decent enough choices with crafting with Wildcards. It can pay off when there are as you say there are strong archetypes that stand the test of time and of course whilst people may have an aversion to crafting rare lands it has always been the case that investing in decent land cards is a good investment. Certain land cycles like the shock lands or the castles or the current pathways are always going to be a good investment. Usually the majority of Planeswalkers too with some Standouts.
The other good thing about ftp and Play is you get a decent view of the meta and plenty of unique and at times clever and of course janky decks. There are too many good cards and very clever combinations that tend to be show cased in the top decks but experimenting (and it’s where Brawl) as a format is decent as it does make you consider more of the cards to make a decent deck that covers all the angles (mana base, life total, removal, win cons etc).
SD