On top of that, Aurora, Dreaming Guardians three strength and five willpower pair with its two lore to make it a solid card by itself, able to likely withstand a few attacks in the early game - especially given that having Shift 3, allowing you to bring it out on top of another Aurora card for a lower ink cost, means you can have it on the field very early on
If you draw multiple uninkable four-drops, then you're committed to playing both of them, which puts you off-curve and usually wastes ink
When played, this card allows the player to exert up to 2 of their opponent's characters, meaning they won't be able to ready up at their next turn
It feels unsatisfying that games tend to end with a foregone conclusion rather than feeling like a tight race until the very end
The problem is that Im inclined to generate ink (the games version of mana) on every turn, which burns one card from my hand right off the top
While it might not have the most robust stats in the game, if nobody can take it off the board, then nobody other than you can win