While theres not a ton of strategy here, theres plenty to work with as you quest your way and go wide for 20 lore
Also, Im heavily biased towards new cards (sorry, reprints) and Standard playability, but Im also including an interesting Commander card here and there, not to mention the legendary powerhouses people are already trying to build around
One of the better Legendary cards, Emerald gets some additional ramp with Webby, while also tackling the issue of going second in a game
These are very flavorful cards that are evocative not just of Final Fantasy , but of role-playing games in general, and they've been translated beautifully to Magic: The Gathering
A Shift 4 ability can help her get out on the board early for a little extra kick
But, these cards also helpfully nudge you in the right direction by providing a a boost that helps you complete the quest a little easier