If you take the initiative and come with this guy to the place where you have laid down a suppressive formation, it will hardly be a game anymore
The variety of cards and the way their powers work together lend this game a fun energy and generates occasionally fantastical discussion during scoring, as players try to suss out what their realm would be like
There were cards like Jacques Trap and Pwny Bomb that made opening a pack of cards just a little more fun, even if the cards themselves werent the best
3: Gain control of target creature or planeswalker until end of turn
This is a solid Core (Bracket 2) deck with lots of interaction, grindy value, and lots of card draw with the enchantress cards keeping your hand flush with action
If you havent seen it yet, Ive created an article about it: Protostoise - putting the puzzle pieces together