Decks playing the long game are less interested in fast lands, as there are more opportunities for these lands to mess up the curve
The keys to finishing out the rest of the deck are to make sure we actually kill our opponent, not just go big and give them time to counter with a combo finish, and to make sure we have something to do at every point in the curve so we dont fall behind between the initial burst of mana and our expensive top end
A flexible card that only gets a slight downgrade if its used on turn 4 and beyond
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The clear highlight is the packs, but the promo cards seem like nice additions to any binder, even if they're not among the best Pokemon cards in the game
[presto_player id=150280] Feel more with PS5