The game plan is fairly simple, get ahead with your cheap early ramp, cheap disruption and over sized cheap dorks
So, Id fix that need
For example, thanks to the straightforwardness of its win-con and its limited requirement for tracking counters or triggered/activated abilities, Limit Break is likely going to be the best choice for new MTG players who are drawn to the game thanks to their love of Final Fantasy
Obviously, when you combine two very popular characters into a single card and make the effect amazing, you get a valuable card
If you're playing a deck that wants to draw two and discard two, having access to this effect a second time from the graveyard will definitely fit the plan and theme of your deck
A players turn in Lorcana includes: A Ready phase (getting prepared to play) Set Phase (for casting beginning-of-turn effects) Draw phase (drawing a new card from the deck) Main phase (questing [aka gaining Lore], playing cards, and challenging the opposing players character cards)