Never before has the shoot em up, wagon-chasing ways of the Wild West been associated with MTG, so this is a unique change of pace for both collectors and Wizards of the Coast, who continue to buck trends by releasing unexpected MTG collaborations and exciting D&D product releases
Amber brings healing and supportive characters that allow you to recover from early aggression, while Amethyst adds tricky control tools that can block, bounce, or stall your opponents biggest threats
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"Announcing Pioneer on MTG Arena"
This consists of playing down cards, using an ability from one of your cards, moving a character to a location, or taking an action with a character who has been in play since the start of your turn like questing, or challenging your opponent
In a normal year, thats a lot of cards to push out in a 5 month period