The qualities that make these cards arguably best-in-slot are how we judge what else to pick
Im talking exclusively about the new Jumpstart cards here
You can't use Barret's last ability to try to attach an Equipment to a Rebel if that Equipment can't legally be attached to that Rebel
First, the trigger originally happened at the end of the turn
Not only are the cards fairly weak on average but there are also very few that have seen play in cube compared to the other guilds

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