The majority of these cards see lots of play across a multitude of formats, so theyre worth highlighting
Then around mid-game, weaker spells aren't doing so much damage anymore, stronger spells' longer charge times make their use a lot more tricky against faster enemies, and mages are straggling behind with their skill learning as they need so much more JP to learn everything, while physical units have access to their better jobs, much better equipment, and a variety of useful skills, so they can hit harder, tank much better, and perform a variety of useful utilities
What do you think of these crowds
Im not flashing in any more last minute recommendations
This little one-mana Red 2/1 is absurdly flexible
The protected creature will not take damage if it is assigned any