Welcome to my share of the Archazia's Island Review! Since the last time you have heard from me my Brain has been exposed to air and a bad part of it removed, so please be patient with me. I may ramble.
I will include this disclaimer. My normal mind is casual environment geared, so some of my picks are based upon potential tricks that may or may not be viable in a real competitive tournament. Sure, I will try my best to land a playmat or two, but I always find wins with "off brands" more satisfying. I hope you agree.
My more worthy compatriot, Stefen Delgado, gets the honor of covering the new dual color cards but I mighty splash some here. Because I love the whole idea so much.
I will be listing my picks from the least to most liked by myself. Feel Free to disagree.
Number Ten
I am listing this card only because of the high value of drawing 3 cards. Sure, your opponent gets the same benefit, but if we ever have a way to abuse this it will be abused.
Number Nine
This is the beginning of a theme for this list. Over the course of several Set Championships, I have become known as the 'Aggro' player at my local shoppe. Decks like mine have been given many labels, but I have always preferred "Speed Lore." Now an old label has started to resurface, "burn" decks. Similar to 1990's Magic, the idea is to just hit directly at your opponent's health instead of using any permanents to establish a winning board state.
I have played 4 of Daisy Duck - Donald's Date in every deck I could since her printing but she is not a " burn" card. Another classic, Merlin - Goat, is for sure "burn," since the Lore gain occurs no matter what your opponent does.
In this expansion, Amethyst got a lot of easy burn options. This Is My Family probably isn't going to replace Gathering Knowledge and Wisdom, but it could be a consistency filler.
Number Eight
I feel that dropping a 5-cost uninkable card is out of the question for most scenarios. But the ability to influence your opponent's board always has potential. Even if it is their choice.
Number Seven
First, if this had been an exertable item we would all be going crazy right now. But if there is any color that has learned to take advantage of self bounce it's Amethyst. I can see some abuses in a mix with Minnie Mouse.
Number Six
As a 6-drop, this has a lot of cards it would need to outplay to replace in most Amethyst decks. Exerting something of your choice every turn can't really be ignored.
Number Five
More of the burn theme mentioned earlier. It's an easy early drop with bonus Lore that your opponent can't stop. There are very few scenarios where this isn't at least a small plus. Within the "normal" Amethyst it also provides a cheap bounce that Madam Mim - Fox is always looking for.
Number Four
All you need to do is ink a card and you get a repeatable bounce for yourself or others. That's very abusable, since you can chose one of your own items and draw as well. Let's go crazy! The only drawback is the uninkable factor.
Number Three
The Challenger mechanic makes this a beat stick. He is almost too tough, though. I really want him to be banished every once in a while and I wish it didn't say during your turn. Notice the "burn" theme here again.
Number Two
This is probably the most likely card to be found in my future personal decks. Speaking as a player who won multiple enchanted cards with The Queen - Peddler, grabbing 3 Lore in a turn is powerful. Notice that this isn't a quest value. So Lefou can actually let her grab 6 or 8 in a single turn.
Number One
Game Changer! Literally! With the amount of Ruby Lore denial out there we could be looking at some long rounds happening.
Hopefully, I've added to your horizons on our little Island. Until next time, remember that all of the coolest Ink can be found at coolstuffinc.com.
Archazia's Island Review:
- Amber by Dan Eckstein
- Amethyst by Dan Eckstein
- Emerald by Dan Eckstein
- Ruby by Stefen Delgado
- Sapphire by Stefen Delgado
- Steel by Stefen Delgado
- Dual Ink by Stefen Delgado

















