8 The First Chapter - Aurora And Simba - Steel/Sapphire The objective worst of the original three starter decks is an incredibly fun one to play
That helps the accessibility, but I think the game came out, to some extent, a little more difficult than we wanted it to be
Both of these Locations don't have a unique ability, but they ease the player into using them by being cheap, ink cost-wise, while also gaining you one lore at the start of your turn, so long as the locations stay on the field
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It does nothing if you cant stick creatures in play, which is usually enough to just pass altogether
Its win condition is straightforward, reach 20 Lore by leveraging card draw, evasive glimmers, and resourceful mid-cost characters that keep your momentum steady throughout the game