I donāt remember the actual rulings for these cards back then, but early Magic had a bunch of these sorts of āit works like X with this specific pair of cards, but like Y with these other cardsā rulings. Inconsistency was annoying but considered less important than each card ruling reflecting the specific intent, concept, and (yes) flavor of the specific card(s).
in large part, this grew out of the idea that play groups would figure out the interactions of weird card effects on their own, and different groups would have different answers, and that was ok ā it meant that the game would have slightly different feel in different places, adding to the ābigger than the boxā feel of Magic. This continued even after the game got big enough to want centralized FAQs and regional-and-bigger tournament scenes, for a while, but eventually was replaced with a consistent set of rules that made similar cards behave in similar ways, and didnāt require players to bring a printout of their deckās specific rulings to every non-tiny gathering, and reduced the number of popular decks that were ābrokenā (stronger or weaker) by a random phone call to Wizardsā Customer Service line the day before big events.