In the case of casualty, the added cost is a sacrificed creature within a certain power bracket, and the reward is a copy of the casualty spell
But making a ton of creatures is inherently a win condition once you get enough of them, and the threshold for enough can be lowered very easily with any number of finisher cards
Drawing cards when creatures with flash or haste die is decent, especially if you're making hasty tokens that sacrifice at the end of turn with something like Reflection of Kiki-Jiki, but it pales in comparison to the last ability
Blasphemous Act is really good in multiplayer Commander as a fail-safe/reset the battlefield of creatures and it's mana cost consistently can be reduced to only one red mana
It includes boosters, lands, storage and accessories, which makes it feel more complete than a few loose packs