Rating: 2/5 And that wraps it up for the Amber cards in Into the Inklands
Secret Lair x Final Fantasy: Game Over The first of the three drops focuses on the villains of Final Fantasy, with each getting some of the scariest interaction available in the game
Tromell, Seymours Butler* I dont really remember Tromell, but this card is a good fit for +1/+1 counter decks, especially for those that want to go wide, and in elf-ball decks
Theres as much reliance on the luck of the draw as any TCG - the starter decks I played with didnt have too many abilities allowing players to draw extra cards, though there are definitely cards in The First Chapter with greater card draw effects - and it feels closely balanced to avoid players being steamrolled without good reason
#15 Compy Swarm Compy Swarms ability is very easy to trigger
You can drop a land tapped (any land), tutor a dork, exile like a better Naturalize artifacts or enchantments to perma-answer stuff or grow with a counter and pseudo-fight as removal too