I could list every new card I love - like Alice, Growing Girl, who lends the Support keyword to your other characters and gains four lore when you reach ten strength, or Sisu, Divine Water Dragon, who allows you to draw a new card every time you quest - but in general all of the new cards in Rise of the Floodborn feel like a shift in power and ability
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Moving on to the deck's sorceries, we have Lock and Load
Users who would have bought part of its ownership are not getting answers about what is going to happen
This creature's controller and that player each draw half that many cards, rounded down." Preventing player damage (or damage to your MTG Commander) is a pretty powerful play, especially when the only cost is allowing you and your opponent to both draw cards
Moves 10 Headache Your opponent can't use any Supporter cards from their hand during their next turn Card Stats Guide There is no guide available for this page yet