Players will want to remain open and flexible with the Emerald and Ruby starter deck, paying close attention to what their opponent is trying to accomplish and disrupting it when they least expect it Strong early-game cards are Aladdin, Prince Ali, Lefou, Captain Hook, and Peter Pan
Build a deck, play 3 rounds, get 2 packs for playing
Knight of the White Orchid also gives you the ability to drop an extra land when it comes into play , as long as you're already behind on land
Infernal Contract cost one land and one card (pitching to the Bloom) to draw four more cards
Then the Vampire was printed next, same cost, this time it adds flying and +1 toughness, but it just works once per turn so it's both better then Mentor (flying, bigger size, no mana needed) and worse (just once per turn)