This sim, which has been built entirely by just one extremely dedicated fan, works just like any standard card game program would
But Im looking for spells that youd want to play across a wider variety of decks to help load up that other hand with value
You have to set up quickly and start drawing through your deck to get to your key pieces, and the benefit of how long it takes to set up is that your opponents likely won't see you as a threat , allowing you to not be a prime target when it comes to being attacked.
No player will have the initiative until another spell or ability causes a player to take the initiative once more
Since theres always room for upgrades or customization depending on your playgroups power level or budget, what cards would you cut or add
Doctors companion (You can have two commanders if the other is the Doctor.) Illustrated by Tyukina Tatiana Standard Not Legal Alchemy Not Legal Pioneer Not Legal Historic Not Legal Modern Not Legal Brawl Not Legal Legacy Legal Comp