This 2/1 for provides an impulse draw that you can play for as long as the card has lore counters on it so roughly three turns for its first chapter
Theres a fine line between being deep enough to satisfy TCG players spoiled by decades of Magic: The Gathering mechanics, without throwing fans enchanted by Disney cards in at the deep end and watching them flounder
[21] Remember that cards stay in your Inkwell for the rest of the game
The fact that you can play the exiled cards as long as you control Lightning is a nice bonus, but the lack of Haste here really kills the card, in my opinion
Condition Of The Booster Box As with individual cards, the condition of a sealed booster box matters a lot when determining its price
For a reasonable 3 mana cost, players can activate their Traveling Chocobo and use it to play any lands or other Chocobo/bird cards in their deck, provided they're in the top spot, potentially gaining a significant upper hand in either standard or commander game types