Card Description [Activate: Main] [Once Per Turn] DON
Let me break down examples of what Id call complex lore and how we approached those
From your hand, Deck, face-up Monster Zone, and/or GY, choose up to 2 monsters with "Toy" in their original names that can Set themselves from the hand as a Spell, and Set them in your Spell & Trap Zone as Spells
The land basically doubles your spells when you cast something with it, giving the permanent spell Discover X
It is a weak purchase when you are only using it as an expensive shortcut to one exact SAR
Even in competitive, an effect that removes all Ink but three from all Inkwells can be annoying to deal with or build around, especially since the Ink is returned to a player's hand, and Emerald/Sapphire is already one of the best discard decks around