Every card allows you to break the rules at some point
Built off similar mechanics to Magic: The Gathering (and developed as a competitor to the long-running game), it feels like a stripped down, bare necessities, approach to those rules
Unless you're already in an AFR dungeon when you take initiative, the regular venture mechanic doesnt progress through the Undercity, only the dungeons introduced in Forgotten Realms
Drown in the Loch 3/10 Powerful in the right deck, a mill deck
Card Set(s) Included in Event Pack Vol.1 CARD VIEW P-030 | P | CHARACTER Jinbe Attribute Strike Block icon 1 Type Fish-Man/The Seven Warlords of the Sea/The Sun Pirates Effect [On K.O.] Place up to 1 Character with a cost of 3 or less at the bottom of the owner's deck
As much as I pooh-pooh the bad manners inherent in promoting that style of play, its as much a part of the game as any, and as such, it deserves a spot in this article