This archetype attempts to get around that by having most of your equipment cards enter play already attached to a 1/1 token, meaning you can play many more of them without losing your aggressive curve, and you dont need to worry about paying to equip them until after that first bearer dies and you need to stick them on something else
it comes with a price for its services, but it's simply excellent at doing what a land should do
For gameplay strategy, this version of Stitch costs a lot of ink, but its defense score of eight makes it difficult to banish from play, giving a great opportunity for the player to get two lore each turn by questing if they choose
Please note: you cannot hold both a Competitor and an Attendee ticket
Win or lose, the vibe in the room should be positive and low-intensity, and everyone will be learning and laughing about the new cards together