It's built around spreading rad counters to your opponents and milling them to gain various effects on your creatures
This causes confusion, but just as they begin discussing the issue, a Palatinate ship arrives on Kav looking to take Sami and Tannuk into custody
Essentially, Ruby/Steel focuses less on gaining Lore traditionally and more on Challenges
Instead, I want to take this one step further and make a few comparisons
The phenomenon of decks that only have one copy is a bizarre side effect of a world where color is so cheap that you can play this, Wrath of God, Cloudthresher, Jund Charm, and Rhox War Monk without even worrying that this might be pushing it
While she quests for just one lore, stopping an early threat in its tracks until you can draw or play something to handle it is too good to pass up