All things considered, if its Team Hebrew versus Team Sanskrit for all the marbles, the enemy-color flexibility of Team Sanskrit gives that deck far more ability to handle anything the Glory deck throws at it, at least in theory
While this should have been the killing blow to this mechanic, it actually exposed just how feasible it really is
Probably the best innovation in the game is the location system, which in a way gives you modifiers for every new game based on the location that its played
Has an activated ability costing four generic mana and tapping, which allows you to Investigate. This mechanic creates a Clue token, an artifact you can later sacrifice with two generic mana to draw a card
While some of the other Madness enablers weve seen require a mana cost to use, Olivia simply asks that you cast a creature anywhere on your curve
The resulting discards translate into a lethal burst of direct damage that most decks simply cant interact with