This is the real deal, and I think this is going to be a solid Commander staple in white for years to come
This means that if you're capable of ensuring these cards are capable of sneaking past an opponent's defenses, you can theoretically cast several of the same spells each turn, potentially accruing absurd amounts of value.
There is a place and a time for those discussions, and its on Jack Twitters Bad Bird Site
Zero to Hero This is a trading card game, with many of the most powerful abilities reserved for Rare, Super-Rare, and Legendary cards
Brawl 130/204 Vitalisphere 134/204 Training Grounds Impossible Pillar 136/204 Beast Wounded 103/204 Beast could easily work its way into Amber/Ruby decks, with plenty of damage for Rapunzel to heal for cards, and very useful stats otherwise