On the turn a character comes into play, their Ink needs to dry, so they cant challenge, quest, or use abilities that require them to exert
The primary theme has 33 nonland cards really supporting it, with 19 that could make a final deck
Its impossible to have this in paper (though some cards have been erratad), and rebalancing is a little hit-or-miss
The same holds true for multiplayer (another more causal experience) which tends to last 20+ turns (although healing often draws "aggro" from your fellow wizards)
An unblocked Etali, Primal Sickness is an instant game over (yay, alt wincons), and both sides have big power for decks that care about that
But then you just have to look at the Alpha cycle of 1 mana coloured Instants: Healing Salve, Dark Ritual, Ancestral Recall, Lightning Bolt and Giant Growth