It only cares about enchantments entering the battlefield, which is a huge advantage
leveraging hyper-efficient interaction and card draw like Flare of Malice and Village Rites is one of the main reasons to play a sacrifice strategy
Decklist: Exile-Matters in Standard Haliya, Guided by Light | Illustration by Kieran Yanner Creature (22) All-Fates Stalker x2 Anticausal Vestige x2 Astelli Reclaimer Haliya, Guided by Light x3 Ketramose, the New Dawn x3 Lightstall Inquisitor x4 Syr Vondam, Sunstar Exemplar x3 Timeline Culler x4 Enchantment (2) Seam Rip x2 Artifact (4) Pinnacle Starcage x2 The Seriema x2 Instant (6) Archenemy's Charm x3 Get Lost x3 Sorcery (2) Ultima x2 Land (24) Adventurer's Inn x2 Bleachbone Verge x4 Concealed Courtyard x4 Godless Shrine x4 Plains x3 Starting Town x4 Swamp x3 While looking at potential benefits for warp, we can see some cards in white and black that care about a permanent being exiled
Modern-day iterations of these Dual Lands will have some type of drawback to using them, either by paying life for them to come into play untapped like the Shock lands, or more commonly, not having a basic land type associated with them
As Kenobi says: Anticipate, dont react
This helps determine the baseline power level and potential synergies