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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
Common 27 Hakuna Matata Common 28 Healing Glow Common 29 Just in Time Rare 30 Part of Your World Rare 31 You Have Forgotten Me Uncommon 32 Dinglehopper Common 33 Lantern Rare 34 Ursulas Shell Necklace Rare 35 Anna, Heir to Arendelle Uncommon 36 Archimedes, Highly Educated Owl Common 37 Dr
That makes it an appealing pick for players who want to get a feel for what playing Disney Lorcana is like now rather than a few years ago, when the first starter decks were designed
You can save some ink if you already have a Tinker Bell card in play, and shes definitely worth it with her stats and lore-generating potential during the mid-game
Alongside his ink cost, Simba has a modest design of equal fours in both strength and willpower, a shift cost of 3 making him cheaper to bring to the table, a lore value of 2 for respectable questing, and his ability to Understand the Balance that allows Simbas controlling player to ready his allies at the end of the turn if Simba himself is in an exerted state by that time