Despite that, I had a lot of fun, and when it came back for a Flashback Quick Draft the other week, I dipped my toes back in to farm some gems for EoE Premier Draft
Collective Voyage Im not fond of cards that completely break open the developing stages of a game, but Collective Voyage can lead to silly matches where people are casting their finishers on turns 3-4
For example, a creature with the ability flying can only have its damage blocked by another creature with flying, or a creature with reach. If the deck lacks creatures with flying, other cards such as instant, sorcery, artifact, and enchantment spell cards that give the abilities flying and reach to creatures can be added
It can steal games with the Dark Depths combo in the way Red-Green Lands does, but it can also reliably battle through land destruction by just attacking with beefy creatures