This archetype attempts to get around that by having most of your equipment cards enter play already attached to a 1/1 token, meaning you can play many more of them without losing your aggressive curve, and you dont need to worry about paying to equip them until after that first bearer dies and you need to stick them on something else
The Lore points each location offers are collected at the start of the player's turn, with no need for questing
We wanted to stick closely to what fans remembered about these characters, while looking to merge the two major aesthetics of FFVI: the concept art and the in-game sprites
Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard
It requires some dedicated support to get it out early, thanks to its eight mana cost, but once its out there, the opponents will have a hard time dislodging it
For example, if Vincent's power was 7 when it dealt combat damage to an opponent but is reduced to 6 just before its last ability resolves, it won't deal any additional damage when the last ability resolves