When Gaston quests you pick another character, and then that character has to quest next turn and is unable to challenge
Unfortunately, the Amber / Sapphire deck doesnt really hit the mark without a clear plan for winning
The card quests for one lore, and 'Chart Your Own Course' gives John Resist +1 and an extra lore to quest for - one for each location you have in play
Worst Stitch Experiment 626 is a 3-cost ramp card that adds one exerted card to both players inkwell
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
Arthur makes it possible to return chosen characters to a player's hand for extra lore, working nicely with an Amber/Amethyst deck emphasizing cheap character cards