The stock list is filled with all these cute little synergies which add depth and complexity to the list -- cast two spells per turn, legendary creatures matter, tokens matter -- but Y'shtola is very clear on what she wants to be doing, and that's chaining together high mv noncreature spells, and this deck simply refuses to do that
The best Rise of the Floodborn action cards build on the game-changing abilities introduced in Lorcanas The First Chapter, bringing new ways to mess with your opponents cards, find the cards you need and enhance your characters abilities to send them questing for lore and challenging against rival characters
There is a book of stories, a "lorebook", and a tool called an "inkcaster" that allows Illumineers to take the magical ink to create glimmers from the lorebook
And during that time, a new game in the series came out: FINAL FANTASY XVI
Even without these specific synergies, the card is just a solid grindy value engine, however, so the floor here is pretty high