Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

ZeppMan217

Cards and grafts that don't belong

Recommended Posts

ZeppMan217    365
Spoiler

4754982_1(2).thumb.png.40a43040aa39af39c5757446f1ef07a3.png

Do Over: why is this a Rook card? It's a 3 cost Amnesiator sidegrade, locked to a character that has neither energy to play it nor any inherent synergy with the mechanic. This card should be a 1 cost neutral item with Destroy, just like Amnesiator.

Spoiler

 

1498983470_1(3).png.3176597c899792c7bf1b453c1953ed29.png

 

Salvager: a rare, neutral graft that relies on you being able to discard cards every turn. Sal has a plethora of discard cards as it is her shtick, Rook has 1 (and it's a parasite). This graft should be moved to Sal's graft pool so as not to pollute the universally useful pool of neutral grafts.

Share this post


Link to post
Share on other sites
pacovf    915

Huh when did Do Over becomes this? It’s... interesting for sure. I feel like it would be more playable if you added the card before you destroyed the card. And it likely wants to play the gained card on the same turn. 3 actions is a hard sell for Rook.

Agree with Salvager.

Share this post


Link to post
Share on other sites

That version  of Do Over is essentially "Once per negotiation skip your turn and swap a Basic card with a Common for the rest of the game."

Not the most powerful effect and I certainly don't think it's worth 3 AP, but still useful in upgrading your deck without having to pay money for each card removed and added.

Share this post


Link to post
Share on other sites