Shifting her over Minnie Mouse Always Classy from a turn 1 play means you could have a potentially quite powerful character that can quest on turn 2
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It is not unusual to have an empty hand after deploying such a series of cards
I could list every new card I love - like Alice, Growing Girl, who lends the Support keyword to your other characters and gains four lore when you reach ten strength, or Sisu, Divine Water Dragon, who allows you to draw a new card every time you quest - but in general all of the new cards in Rise of the Floodborn feel like a shift in power and ability
Shift allows the four cost card to be deployed for only three ink, Evasive makes him difficult to challenge, and Challenger +3 gives him a boost when he's on the attack