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Mechanically, this can be easily navigated the instants and sorceries will likely depict feats of battle or preparations, much like some of the cards from grittier sets like Khans of Tarkir
Its a complicated mechanic for sure, and one of the most individually complex mechanics overall, but not the worst mechanic if you ask me, and at the same time it's easy to grasp since it heavily draws from LotR lore
The King in Yellow has come to Arkham, you caught the performance, and now you find yourself drawn into the maddening web of powerful forces and sinister event that seems to surround the mysterious play
Sacrifice Mardu Ascendancy: Creatures you control get +0/+3 until end of turn