We've already seen how you can abuse some rules wackiness to reuse this effect and make infinite mana with Quicksilver Elemental, but a much easier - if less busted - way to bypass the once-per-turn restriction is to simply give yourself an extra turn
With powerful Locations, like Amber's Tiana's Place or Pride Lands, and dangerous items, like Sapphire's Lucky Dime, you'll want to keep a couple of copies of this card close
Emerald Ink Explained In The First Chapter, Emerald was not a particularly strong ink type on its own
It has just 2 cards that draw, and they rely on an llusion character
In deciding which card to place into your inkwell, my main heuristic so far has, once again, been the desire to curve out
The game was easy to pick up during my demo