Tactical Teamwork (Amber/Sapphire) This Amber and Sapphire deck has a straightforward win condition: Play items and banish them in various ways to trigger effects
Its a good card, no doubt, but six mana to choose two abilities (two of which just make two 2/2s or put two +1/+1 counters on something) just feels bad
The same can be said for Do It Again
These include questions like What do you do that disappoints the queen on this journey? and Why are some others at the royal court jealous of your relationship with the queen? This quick and straightforward structure keeps the pace swift as players build out their characters and develop connections with each other and the queen, moving the collective story forward in a way that feels organic like swapping stories around a campfire
Its flashback cost is considerably higher at six mana, the fact that it can get you out of a pinch if your life is low, while also acting as creature or player damage, all while creating another spirit token provided that Quintorius is on the battlefield , makes it worth the added cost
Players have no maximum hand size and dont lose the game for drawing from an empty library