Fire / Ice and Cryptic Command are examples of these and both are much better than Charm in terms of power however Command costs to much to be an aid in screws and Fire / Ice is just so off the curve in power that it outright wins more games in a dull way than it does rescue games from the clutches of a screw
With the amount of mana that youre saving with every spell, its not strange to cast up to a dozen spells per turn
I do, however, think it can lead to unfun games for people, which I believe was demonstrated on Game Knights
Summon: Bahamut (37/53) Kota Nakatsubo Im a sucker for traditional Japanese art, and there are definitely elements of that present in the artwork of this card
This is perfect for keeping your pieces in play, as challenging is easily the most common method for removing questers and locations
These are cards that will affect each opponent, but not yourself