The Family Charms The Charms are an uncommon cycle of three-color modal cards that each give you the choice of one of three effects
MDFC Lands After Modern Horizons 3, every color has access to multiple modal double-faced cards with lands on the backside that enter tapped unless you pay 3 life
The remaining three sets in today's D&D Secret Lair are all priced the same as everything else from the Super Drop, even though they are limited to four cards each due to the unique nature of their artwork
This theme works on three levels: Payoffs (i.e., Judge Magister Gabranth, Al Bhed Salvagers) Sacrifice outlets (i.e., Phantom Train, Namazu Trader, Ahriman) Fodder (Hecteyes, job select equipment, Rufus Shinras poor disposable dog) A good WB deck has a healthy mix of all three, plus lots of strong removal spells like White Auracite and Sephiroth's Intervention
Glen Elendra Liege Giving benefits to a color instead of a creature type can really open up the potential of a card
But what is amazing is the nasty chaos die, the strongest in the game by fair