I just played a game where my opponent had board advantage with his characters and so I backed up into my support zone so that I wouldn't waste all my guys. But you know what? The dude just completely without any reason whatsoever, backed up his entire force... for nothing. There was no potential punish I could have played as my faction and at the current mana we were at. But the guy simply decided to do something completely non-sensical in order to prove to me that he was going to play in a manner that was impossible to predict.
This is a problem! In real battle, there is the pressure to act logically. This game seems to incentivise people to act without logic or reason in many tense situations. that's why I say it's a problem for the guy who has board advantage to feel like it's a good thing to pull back for absolutely no reason other than to showcase to his opponent how unpredictably he's going to play.
Duelyst is my second favorite card game. And they have a mechanism on the board that discourages people from making non-sensical moves in the earliest parts of the game. And that mechanism is the advent of oppurtunity cost in the form of mana crystals that ramp you up temporarily which are distributed toward the middle of the board. Therefore it can be assumed that more often than not players will choose to take the central position. Though, not always.
I propose that some form of OPPURTUNITY COST be introduced into this game so that completely non-sensical plays can have a bit of a downside attached to them. Doing this would add some more 'ballsiness' requirement to people who want to prove to their opponent that they are loco in la cabeza.
Maybe players can equip a single Quest card in their deck. It will be face up for their opponent to see. And if the player completes the Quest card they will receive a bonus of some sort. This will help to make players have the pressure to act predictably - thus making less predictable plays even more dramatic and possible effective too!!Example Quest Card:Profession of War
"Attack with 1 character on turn 1, 2 characters on turn 2, and three characters on turn 3, then create 2 Conscripted Militia inside of your Support Zone"
ORTide of Aggression
"Attack with at least 2 characters on turn 3 and 5, without attacking on turn 4 and 6, then give all characters you control +2/+2"
By introducing this oppurtunity to gain power by being predictable the game will feel less random in those standoff moments. And at the same time it will make unpredictable play EVEN MORE BALLSEY AND DECISIVE.
What say ye?