Characters, who can go on quests to earn you lore, which is how you win the game, but they can also be used to battle other characters to try and slow your opponent's lore gaining down Items, which can give you special actions and abilities Actions, that are the only cards that don't stay in play, and they activate one-time effects and are then discarded Play alternates back and forth between players, each taking their full turn before passing to the next until one player has 20 lore, or a player needs to draw a card a card from their deck, but can't because their deck is empty
Either way, I think this deck is unique and scary, but a bit straightforward as many popular wheel commanders tend to be
Brand turns to farming, I'd like to draw seven please...or fourteen
See cards like Karns Temporal SunderingKarns Temporal Sundering or Nexus of FateNexus of Fate for more information on Wizards of the Coasts recent extra turn spell design philosophy
I'm curious to see what decks it inspires