If you didn't know, the prisoner's dilemma is the simplest depiction of game theory in economics
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
These packs are guaranteed to have six commons, three uncommon, two rare, super rare, or legendary cards, and one foil
Their website states they come 60 to a pack, which is slightly confusing
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One of the most important things to help in playing him effectively is to have a deck that is good at building up your ink as quickly as possible, or ramp as it's known on the battlefield