Characters, who can go on quests to earn you lore, which is how you win the game, but they can also be used to battle other characters to try and slow your opponent's lore gaining down Items, which can give you special actions and abilities Actions, that are the only cards that don't stay in play, and they activate one-time effects and are then discarded Play alternates back and forth between players, each taking their full turn before passing to the next until one player has 20 lore, or a player needs to draw a card a card from their deck, but can't because their deck is empty
I have a few non-Temur cards here as filler, since there aren't quite enough
Catch of the Day takes that design mentality and applies it to a creature
Some, in fact, still see heavy play
Doesn't help that it has four defense counters either, which further worsens the card's overall practical value