I went through the file alongside Gavin, Daniel, our art directors, a group of internal subject-matter experts, and my fellow narrative designers and spent months determining the right moment for each card
The one way to break it's cruve-based drawback is to have your turn two play be a ramp spell (like Growth Spiral, Incubation Druid, Paradise Druid) which in turn allows you to play a four-drop on turn three
The biggest takeaway from this should be the value of recurring card draw compared to one-time effects
Mishra drains your opponents of life whenever it attacks equal to the number of attacking creatures
Would be kind of neat if some of them had indestructible when you had more than half your starting life total
Rabanastre, Royal City | Illustration by Shahab Alizadeh The Final Fantasy set has unleashed a slew of powerful, interesting commanders that have received plenty of attention, but those are far from the only cards introduced in the set