UG: Towns Ramp For the second Draft set in a row, the Temur colors (blue, red and green) are excellently positioned as a greedy, splash-happy archetype that typically ends up playing three or more colors regardless of which pair you prioritize
Its ability Mysterious Advantage lets the player discard a card and gain 2 Lore points when this card is played
Savjz has only one copy of 001-197 and played four of each, but I like having two copies of the cheap removal
With that slightly higher 4 Willpower he can take out lower-strength characters and survive, or works well with Merlin Crab
Or you could try Sazhs Chocobo into Sidequest: Raise a Chocobo, play Prishes Wanderings or Summon: Fenrir as a reasonable turn three combat enhancer, and then drop turn four Summon: Fat Chocobo and flip your Sidequest for an almost unbeatable board lead
What's most important is building a deck that has a plan to win and the tools to do it