While battles are very hard to evaluate, due to how unique they are, everything else feels like its on the level, being powerful enough to make an impact on a lot of formats without warping any of them beyond recognition
Each deck kit comes with a deck of 60 cards, two of which will be foil cards, as well as playing tools like a paper playmat, 10 damage counters, 1 paper lore tracker token, and a set of game rules
This should help you get those second draws and get the cards you need
WotC baked in so many drawbacks into Dungeon Descent as to make it unplayable
Not too bad for aggressive artifact decks, but also not all that inspiring
In Midnight Hunt they were creatures on both sides and turned into spirits when Disturbed, while in Crimson Vow they started out as spirits and then Disturbed into Enchantments instead