Most cards that are able to ready a character are restricted from questing multiple times, but Beast is free to quest as many times as you can trigger his ability, making him a dangerous card that can end the game by scoring four or six Lore in a flash
Steel cards generally have the highest Willpower
In commander, I wanted to capture that idea by filling the deck with +1/+1 and other counters and then moving them around your team for added abilities
If this is the case, certain dual-ink cards could be used to fill in some glaring holes in various decks
This ups the stakes in Lorcanas risk-reward gameplay more than ever, forcing players to react to Ursulas rapidly-compounding power while also thinking about their own Lore count
While a bit contradictory with the Amethyst portion of the deck, which has you constantly sending characters back to your hand, if you keep bringing them to the field , your opponent may be put in a difficult situation, unable to use Actions if you play your hand right