I could list every new card I love - like Alice, Growing Girl, who lends the Support keyword to your other characters and gains four lore when you reach ten strength, or Sisu, Divine Water Dragon, who allows you to draw a new card every time you quest - but in general all of the new cards in Rise of the Floodborn feel like a shift in power and ability
In particular, the starter decks for set 7 offer a great base to expand on because of their color combinations, which were some of the best in the game in Azurite Sea, and will likely still be great going into Archazia's Island
This is an outrage
In short, before adding Dual-Ink cards to your deck, you must check their Ink types and build your deck accordingly
Once it reaches its second Lore counter, if it strikes an opponent, then they lose the game
You will be in a group of people who are all trying to complete their own quest and will need different cards than you do