By playing Alma on turn three, you can ensure you'll draw a four-cost card you can play at the start of your next turn
Two strength and three willpower is the perfect statline for a two-ink character - the second point of power means that they can defeat many early-game characters in a challenge, whereas the third point of willpower allows them to survive many such challenges themselves
Cure Target permanent gains hexproof and indestructible until end of turn
I would have built a Monsters Inc deck regardless of how well it performed, but, much like how Wilds Unknowns Toy Story cards gave Toys a reliable archetype, I can see Monsters Inc doing the same with inkwell-matters
The game is sold primarily in two different ways, either as 60-card starter decks or as 12-card booster packs
As a lot of the Amber/Ruby deck's cards are cheap, players can throw them out quickly