Seven power when alive, gives two great abilities to your attackers, and theres even a sweet constellation version to get before it gets too expensive
In particular, I think the game provides enough challenges to keep more experienced players engaged while still being accessible for new players that want to jump into it
This allows GW versions of the deck in particular not be reliant on Captain Sisay in the command zone to tutor for everything, which makes games a little more varied
He's a Floodborn character that has a cost of six, but he can instead be shifted onto another Peter Pan target for only four ink
Whenever a creature you control deals combat damage to an opponent, draw a card
Final Fantasy does have land based magic with geomancy being present in the Tactics games, but to tie them with monks