Songs like Be Prepared can swing the board state, while action cards and items keep your momentum flowing, turn after turn
// Flying, haste Summon: Esper Valigarmanda's second, third, and fourth chapter abilities aren't mana abilities
Not only that, but you also get to damage every character card your opponent plays just for putting this one down
If an effect moves a melded permanent to a new zone and then affects "that card," it affects both cards
If you time these correctly, you can get the most benefit from cards like Merlin Goat who grants one free Lore when entering play
Your main lines of play revolve around sending characters on quests for Lore, then using powerful shifts and songs to protect your board