So, if there is a powerful card on your opponent's field, you can get rid of it before they can cause you or any of your cards too much damage
Sin, Spiras Punishment Sin is a rather interesting payoff for decks that are graveyard-centric
Lore Value: Located on the right side of the text box, this is the amount of Lore generated when you Quest
This has made Sephiroth somehow even more desirable than before
While a bit contradictory with the Amethyst portion of the deck, which has you constantly sending characters back to your hand, if you keep bringing them to the field , your opponent may be put in a difficult situation, unable to use Actions if you play your hand right
Consider the following sequence: On turn one, you cast Rapid Rescue, putting Wildfire Wickerfolk into your hand and milling Patchwork Beastie