Destroying a tapped creature for two is boring, but solid
Kairi has Ward 3 and can either bounce non-land permanents or put two instants and/or sorceries back into hand
Before we unpack these insights into Lorcanas gameplay, you might be wondering why Im treating Yellowgeekbear as a trusted source
If combat damage feels like too violent a way to win, you can always use turn to good old psychological warfare with The Mindskinner, milling every opponent out at once in a single turn
Sure, you could build a deck to discard your own cards, but honestly, making your opponent discard is far more fun
It is no surprise that Villains feel right at home in the deep, dark depths of the shadowy Inkwell Caverns, and youll soon discover a bad bunch of scoundrels, showcased in the signature Lorcana style