I could list every new card I love - like Alice, Growing Girl, who lends the Support keyword to your other characters and gains four lore when you reach ten strength, or Sisu, Divine Water Dragon, who allows you to draw a new card every time you quest - but in general all of the new cards in Rise of the Floodborn feel like a shift in power and ability
What's strange is how much of the core Madrigal synergy is missing from it
Our Take: A First For Disney Lorcana Bans Are Extreme Measures Let's Hope These Cards Were Worth The Trouble Bans are potent tools in trading card games and are usually approached with extreme caution
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Offers multiple card slots to organize and display your Fabled, Common, and Rare cards