I faltered my endurance after failing the boss fight and learning that the game is entirely devoid of checkpoints, but this undue pressure caused me to make better use of placing cards to avoid unnecessary damage and swapping placements within a column. I fear that I'm too used to older formats of mana where I can eventually accumulate more than I'll ever need; I'll admit that more than once I picked up the mana vial card, but since it has no target it's impossible to set back into my hand, and I would end up consuming it for no reason.
The game is an excuse to examine why its genre is such a rare case amongst the school library; in the case of Grain moods, there's a disciplinary distribution that shifts a lot of weight onto the minute aspects of design such as text, language, font, all of which are the isolated medium of banter events. Banter is a very particular appeal that's often poorly tacked onto a game that could've done with less of it, or it is the end-all focus of gameplay, i.e. "visual novels."
The greatest appeal of Magic: the Gathering when I entered was the history of cards combined with the modernity of formats, that is to say Commander. The exploration of stodgy old cards that merge with the extant designs of the new to create a personal statistical opus was the best that I could have gotten out of it, before it folded to multiverse loot boxes and nostalgia glitter.