I could list every new card I love - like Alice, Growing Girl, who lends the Support keyword to your other characters and gains four lore when you reach ten strength, or Sisu, Divine Water Dragon, who allows you to draw a new card every time you quest - but in general all of the new cards in Rise of the Floodborn feel like a shift in power and ability
We were sent a ready-to-go Commander deck, a Bundle, a starter kit with two pre-built decks, and a handful of booster packs, including 14-card Play Boosters and 15-card Collector Boosters, all bearing characters, equipment, and locations from the incredibly popular video game series, Final Fantasy
With a reasonably low Ink cost of 4 (and no option to use it in your Inkwell, as is the case with several cards on this list!), its easy enough to get Robin Hood into play
When Gaston quests you pick another character, and then that character has to quest next turn and is unable to challenge
The card quests for one lore, and 'Chart Your Own Course' gives John Resist +1 and an extra lore to quest for - one for each location you have in play
Worst Stitch Experiment 626 is a 3-cost ramp card that adds one exerted card to both players inkwell