While battles are very hard to evaluate, due to how unique they are, everything else feels like its on the level, being powerful enough to make an impact on a lot of formats without warping any of them beyond recognition
In Midnight Hunt they were creatures on both sides and turned into spirits when Disturbed, while in Crimson Vow they started out as spirits and then Disturbed into Enchantments instead
The Archon can swing (and it triggers on arrival) to force a foe to Diabolic Edict a dork or planeswalker and they discard a card and lose three life while you draw and gain life
Each deck kit comes with a deck of 60 cards, two of which will be foil cards, as well as playing tools like a paper playmat, 10 damage counters, 1 paper lore tracker token, and a set of game rules
Not too bad for aggressive artifact decks, but also not all that inspiring