Activate each exhaust ability only once.) Each face of a transforming double-faced card has its own set of characteristics: name, types, subtypes, abilities, and so on
Therefore, Far Wanderings deserves a space on this list, but the early-game restriction really pulls it down, and I think the 9 spot is a nice place to put it
It only costs three ink to get out, has a strong will power stat of eight, gains you passive lore, and has a strong ability that Im sure Amber/Steel and Amber/Aggro decks are going to like
In Vault 12: The Necropoliss case, the parasitic mechanic would be rad counters, which currently are only found on other Fallout cards
You may play that card that turn even if Stromkirk Occultist is no longer on the battlefield or no longer under your control