This section breaks down the core deckbuilding priorities that turn a pile of Dragons into a consistent, threatening Commander strategy
One of the ways enchantment/aura decks get shot down is when their overloaded creature gets axed, and their auras all go to the graveyard
The Emerald Ink type is well balanced between Hero and Villain characters, at least in The First Chapter, with seven Heroes and six Villain glimmers in its selection of 34 cards
I found the mechanic itself extremely enjoyable, despite the risk involved with going all-in on one creature
When you smash face to an opposing player, you can put a dork you exiled on the battlefield under your control, which is likely with its flying, and then you can tap it in future turns to keep up, if your first crew was answered
During your turn, you have the option to put an additional card from your hand into your inkwell facedown