Whether you want to go deep on Ninjas or Flash creatures, youll find it plays unlike the usual suspects for the archetype
Deveney explained more of the design process, saying: [There are] scenes that just don't happen , and so when we would have conversations like, "Oh yeah, it'd be so awesome to put this scene in there, and then we send it over to Square Enix to get their feedback, and they're like, "Why do you want the scene where they're talking about how much the inn costs?" According to Deveney, the scene Magic 's designers actually wanted was one from Final Fantasy 4 where Rosa tells her friends to stop fighting
For Azurite Sea, every enchanted card follows the treasure map theme, with sepia colours and sketchy art styles that really stick out
This makes for a fundamentally riskier style of gameplay, as getting a rough starting draw (a gamble alleviated somewhat by the fact that the rules allow a redraw attempt) can make it difficult to get off the ground
Merlin and Madame Min bounce combo, flexible for wider deck-building
Theres as much reliance on the luck of the draw as any TCG - the starter decks I played with didnt have too many abilities allowing players to draw extra cards, though there are definitely cards in The First Chapter with greater card draw effects - and it feels closely balanced to avoid players being steamrolled without good reason