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« on: July 07, 2014, 09:28:15 am »
well this was a fun thread to read and all that drama and stuff xD
that aside I found a solution to the fundamental problem with gp!
Remember when he reduced the price from 3$ to 2$ to make them more easy to get?
Well obv this nonsense because you still waste a whole buy (without +buy) a whole turn --->waaay to slow.
To change this add: buying gp doesnt cost buys; or if you buy gp get 1+buy.
So with gp at 2$ you can really rush some 3gp purchases in one turn! Or you can spend your surplus money on
gp, like steward +gp...
Now there is this small problem "only ten gps max." make them like spoil for more value!
This would make things way more explosive (hehe gp being explosive...)
obv all this cards need some tweaking! I mean the alchemist cards are all really really powerful, and some are kinda
broken.
I mean look at scrying pool games!?
bomb: as someone mentioned bomb all the cards! could be a cool 1shot midgame on engine boards!
still worse then chapel (lol thats a good thing)!
army: still too weak! at that cost 6+gp it should be on pairs with KC or possession!
my approach: like thieve but for vp cards.
well the other cards are all too boring or confusing, so you have to completely rework them!
cannon: opp reveals from deck till a action card shows up -> trash it! If it is a fortress it wont come back XD
nah... im currently bad in smiting new cards!