Get too many Draft Boosters and not enough Set Boosters, you run out of what the customer wants to buy, which also costs you money
Then, for its fifth chapter, it gives all of your other creatures a +2/+2 boost as well as the real kicker, indestructible counters which stick around, making your entire team pretty tough to defeat
Of the two new Rise of the Floodborn Starter decks, Might and Magic is stronger in my experience, but it is also slightly more complicated to pilot
It is 6 ink to play it and then additional ink to activate either of its abilities
Characters can quest to gain lore or challenge other characters, but not on the turn they are first played
Each deck is balanced to ensure fair battles and thrilling twists and turns