However, we found that gameplay was a bit too complicated for its own good, and the info-dense cards tended to overwhelm new players
Non-removal, defensive strategies have never been a major theme for most players
The goal of the deck is to play creatures and slap counters on them with cards like Maester Seymour then reward you for doing so, drawing you cards with Bred for the Hunt, giving them keywords with Sphere Grid, or protecting them with Inspiring Call, all while your creatures to continue to grow and bash in for more damage
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This also means that the protector of a battle cannot attack it
While tokens are great in a deck like this they end up taking up a lot of space while not really interacting with the decks main theme