On top of that, Aurora, Dreaming Guardians three strength and five willpower pair with its two lore to make it a solid card by itself, able to likely withstand a few attacks in the early game - especially given that having Shift 3, allowing you to bring it out on top of another Aurora card for a lower ink cost, means you can have it on the field very early on
From the new MID mechanic Daybound/Nightbound to permanents getting untapped, here are the planeswalkers of Innistrad: Midnight Hunt
A single activation on even a small creature produces an immediate threat
Locations feel particularly essential, as they allow you to gain passive lore each turn, but the right Items, Actions, and Songs can also boost your rise to the top so consider making room for some handy buffs
One big round could entirely wipe out your opponents board and leave them unable to answer