Common lines Set up a discard/sacrifice/mill outlet, then ensure a creature hits the graveyard on your turn to start advancing a dungeon
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That's a deck about getting just a bunch of characters out and just Questing [gaining points] really fast Emerald & Ruby is really, I think, the most strategically complex of the three
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The casualty ability is nice, but ultimately cards like this are too expensive for how little they accomplish when not used as a combo piece
We at FFG have taken all of the lessons we learned from our past games - including what worked, what didnt work, and what we never got the chance to try - and used those as a foundation to construct a new Organized Play structure for this game from the ground up, Fantasy Flight wrote in its post