It has a great balance between complexity, power, and fun factor
Yes, it has counterspells, and yes it has removal, but against a deck that also has those things and large creatures or board wipes, these little guys will be stuck in your graveyard, and there's not much to do after that
You can play up until you reach 7 wins or 2 losses, whichever comes first
It only costs three ink to get out, has a strong will power stat of eight, gains you passive lore, and has a strong ability that Im sure Amber/Steel and Amber/Aggro decks are going to like
Any one of these sixteen games can be fully experienced in isolation without knowledge from any of the other games
Being the monarch lets you draw a card at the end of your turn, but you can lose the status when another player deals combat damage to you