For gameplay strategy, this version of Stitch costs a lot of ink, but its defense score of eight makes it difficult to banish from play, giving a great opportunity for the player to get two lore each turn by questing if they choose
PO (Poor) : Heavily damaged
This is the quintessential Midrange deck, which is all about utilising removal and efficient creatures to create space and value for your board in the long term, while also keeping your graveyard full for those effects
Amber brings healing and supportive characters that allow you to recover from early aggression, while Amethyst adds tricky control tools that can block, bounce, or stall your opponents biggest threats
Basically, a spell becomes more powerful the more mana you use
This can set up big swings as you can quest and not have to worry about your opponent doing anything for a turn