Where other decks have to choose between a more early-game or late-game centric build, red-green can effortlessly bridge the gap with ramp spells and landfall synergies
Weaknesses By far the biggest weakness of this deck is how unfocused it is
Players can collect lore in a variety of ways, with the main one being to send their active character cards questing - which will see them obtaining a certain amount of lore, depending on the specific card
The chapter ability matching the new number will trigger
However, its in Arthurs ability that he truly shines: when played, he can give a chosen character Challenger +2 and Resist +2 (that means they get +2 Strength while Challenging and a reduction of 2 damage thats being dealt to them), plus they can also challenge Ready, not Exerted, characters on the same turn too
These points will help you earn special prizes like this chocobo pin, available while supplies last