This was very poor advice, as 6 damage plus a boosted swarm of 1/1s on the way out was far more damage than that Hero was worth
Like Disney Lorcana: The First Chapter , Rise of the Floodborn features a total of 12 Enchanted cards of varying Ink colors and usage
is the first one that gives you a bit of card-drawing power
Shantotto, Tactician Magician A limited focused card for the UR cast big spells archetype which seems like a perfectly decent little dude, who also loves affinity for artifacts
Instead of mechanics being tied to thematic vibes, ink types seem to function more like a loose deckbuilding blueprint: Amber is about putting lots of characters on the board and helping them work together, Amethyst focuses on drawing cards with bonus tricks, Emerald leans into control and messing with your opponents hand, Ruby is all about direct removal of threats, Sapphire focuses on ramp so you can play bigger cards sooner, and Steel excels at direct damage and combat