Secret Lair x Final Fantasy: Game Over The first of the three drops focuses on the villains of Final Fantasy, with each getting some of the scariest interaction available in the game
1: These cards arent playable in your main deck, usually because theyre too situational, but they could be useful out of the sideboard or might be the last card you add
Again, much like Dark Confidant, the life loss can certainly add up and must always be paid attention, but these tokens can really get out of hand quickly
By this approach, one would include only the most powerful lands (maintaining singleton, of course), regardless of their density, rather than setting a desired benchmark of fixing density based on gameplay goals
The card is good and is decent removal, but its just not that great of a commander