Again, this poses interesting gameplay from both sides, as the player with the Charm has to think whether holding it to try to steal a one-mana permanent in the future is worth it, while the opposing player has to make decisions to play around it e.g
In the Final Fantasy games, your character can get specific classes (jobs) like Black Mage, Warrior, or Thief that define their abilities, equipment, and roles in combat
This is a semi-difficult commander for fans of impulse draw and snowballing advantage
That is why Nala, Lilo, Scar, and Tink matter - they push the board while generating value
On top of that, Aurora, Dreaming Guardians three strength and five willpower pair with its two lore to make it a solid card by itself, able to likely withstand a few attacks in the early game - especially given that having Shift 3, allowing you to bring it out on top of another Aurora card for a lower ink cost, means you can have it on the field very early on
Character Maybe Archimedes Highly Educated Owl Dr