Emerald cards offer flexibility in play with Glimmers that have abilities and effects focused on offensive and defensive capabilities
Blue has it unconditionally, black lets you trade life for it, green often bases it on your creatures, and red has you discard cards in exchange for a draw, but white has almost nothing
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An ideal gameplan would consist of first playing a bunch of cheap goblins early on in the game
Adding more charge counters won't give it additional abilities, but other effects or cards might make those extra counters relevant