Chapter 2: It's all about Timing
This section can be split into 2 separate sections that both cover the same topic. Which is Timing! How the Cards Got Their Cost: Round 2
This is something I have said time and time again but: A card that would be PERFECT! at Turn 3 may be HORRIBLE on Turn 7. Aberion and Hilderic are shining examples of this fact. Pricing a Card too high may defeat the entire purpose of the card, but there is something else that should be factored in when deciding what a card should cost.Reasonable Alternatives
What does this mean? Well it is something I pulled out early when I was talking about the AC: Superior Symbiote Combo when compared to Hungry Abomination and Lost Knight, and even when I compared Dehumanize to Demonize. The idea is quite simple:
You only have a certain amount of resources in the game. If you have both Demonize and Dehumanize in your hands, 9 times out of 10 you will end up playing Demonize. As time goes on it becomes redundant to carry both cards in your deck, and because of this Dehumanize will get phased out. Not because Dehumanize is a horrible card, although I would argue that it is, but because you simply have better alternatives.
And because of this cards should be created with that in mind. For instance, should the vast majority of Exile cards really be  cost? If one of the cards were changing slightly and had their cost increased to  or decreased to  would they have more meaning or impact on the game than they had before when they were essentially phased out by better alternatives.
Sleepers are another great example of this. The VAST majority of Sleeper cards are  Cost. Now you have good sleeper cards, like Inevitable Dead and Bloodthirst, and then you have the "Wishful Thinking: Set it then Forget it"  Cost cards like AC: Zomborg and Sleeper of Avarrach. Now it is quite apparant that if given the option between a good  Drop and a  that requires you to do a few hail mary's when you play it, 90% of the time a reasonable person would pick the good one.
Now Sleeper of Avarrach is saved by cards like Bury and other cool combo's that let you send him to the grave. But Zomborg is not so lucky, and like I said in my last post I do not even run him in ANY
of my decks anymore.
If his cost was changed, increased or decreased, and his stats/affect were adjusted to account for this change, then he would likely become a meaningful card that now gives players a bit more options as to how they want to play, as oppose to being a card that doesn't get any play outside of niche decks built for the lulz.
Now the next section is so important and detailed that I will give it its own Chapter!
Chapter 3: Never a Dull Moment
It has always seemed counter intuitive to me that a fast paced game built around simultaneous turns would be so slow paced. Outside of Flame Dawn I feel like my first few turns mainly consist of me waiting to have a chance to make a meaningful decision around Turns 3-4. And then after that I either did something useful or screwed up and spend the next few turns trying to turn things around.
I have always felt that this game should essentially have 3 stages.Early Game
(Turns 1-3) - Where players are either bring aggressive or making a few development decisions, ergo setting the landscape for aggression later on in the game.Mid Game
(Turns 4-9) - Where players strategies start taking form.Late Game
(10 And beyond) - This is where players strategies have been used and were countered, or are still developing. This is always when you start seeing game endings cards like Titans, Dragons and Martyrs being played.
The only problem is that as of right now there is no early game. Apart from the Flame Dawn and the occasional Logarythmatron there are no meaningful decisions to be made during the early game. This is an important problem because it creates a clunky dynamic where you do nothing of importance turns 1-3, then Turns 4-7 you are making life changing decisions, and Turns 7 and beyond you have to deal with those consequences.
In fact for me the bulk of my games can basically be decided by what happened on Turns 4-6. Now my first thought was, REDUCE EVERYTHINGS COST BY  AND THE PROBLEM IS SOLVED.
But I have a better idea. Why not implement cards which I call "Preparation Cards" which allow players to lay the groundwork for the mid-late game. Below I will give you some examples that I can up with, I only play FD, Sleeper and Exile so the examples I give for those will be the most thought out, but just consider it.
While I will only mention a few of them it would be a requirement for atleast 3 of these cards to be implemented for each faction for this to work.FYI ALL "Preparation Cards will be Unique" and Rare or Epic. THEY WILL ALSO ALL BE 2 PURITYWarpath
Heart of the Planet [Unique] [1 Cost] (1/4)
While deployed, Every time you gain an additional Resource this card gains a charge. Sacrifice this card to give a character +X/X where X = the number of charges this card has.
Call of the Wild [Unique] [1 Cost] (1/5)
While deployed, Every time you play a character for 3 or more resources gain a charge. Sacrifice and play a card using charges instead of resources where the cost of the card is its original cost +1.
Lonku, The Gardener/ Lonku, The Green Father [Unique] [1 Cost] [2/6]
While deployed Lonku gains a charge every time you gain a resource, not including resources given by cards. When Lonku reaches 7 Charges he transforms into "The Green Father" gaining +10/10 and allowing you to select a location card from your deck and place it in your hand, said location cards cost is reduced to 1.Gensesis
Unstable Anomaly [Unique] [3 Cost] (1/4)
Sacrifice - Remove a Character you control from the game, return it to play next turn.
Malich, The Tinkerers Apprentice [Unique] [1 Cost] (1/5)
Whenever an Artificial Character dies Malich gains a charge. At 6 charges Malich leaves the game transforms into "Malichs Construct" which is a 10/10 with Sheild 1.
Mini Shield Generator [Unique] [3 Cost] (1/4)
Sacrifice - Target character gets shield 1 this turn.Verore
IDK Verore at all, someone else may need to suggest better cards.Flame Dawn
Roan, The Last to the Fray [Unique] [1 Cost] (1/5)
If 7 turns pass while Roan is deployed, he gets 9/5 and gains an "Two Lives".
Mirah, The Field Medic [Unique] [1 Cost] (1/5)
While deployed, Whenever a character you control dies Mirach gains a charge. At 6 Charges Mirach transforms into Mirach, Battle Born, gaining 7/3 and consume 2. (While the consume mechanic is Exile, it is merely here to show the fact that she is healing herself after every victory)
Glorious Propoganda [Unique] [1 Cost] (1/5)
While Deployed, Sacrifice - Target Card gets +2/0 this turn
The Walls of Aberion (Essentially a fortress built from peices of the enemies fortress)
[Unique] [1 Cost] (1/1)
While deployed, if your opponents fortress took damage this turn, this card gains +0/4. [Vigilance]
Makeshift Catapult [Unique] [1 Cost] (1/4)
While Deployed, Sacrifice - Target character gains Flying this turn; sacrifice character at the end of the turn.Descendants of Dragons
IDK them well enough to think of any cards that would meaningful and creatively impact this faction.Sleepers
Fleshheap [Unique] [1 Cost] (1/5)
Remove a character in your graveyard from play, this card gains +2/2 every time a card in your graveyard is removed from the game.
Virulant Plague [Unique] [1 Cost] (1/4)
While Deployed, Sacrifice - Target card gets Infect this turn
Lurking Miasma [Unique] [1 Cost] (1/4)
Whenever a character you control is sent from the field to the graveyard your opponent takes 2 damage. Whenever a character you control is sent from the graveyard to the battlefield your opponent takes 1 damage.
Gaze of the Horde [Unique] [1 Cost] (1/4)
While deployed, at the end of your turn if a character was moved from you or your opponents graveyard to your side of the field, your opponent takes 5 morale damage this turn.
Stichfiend [Unique] [1 Cost] (1/5)
While deployed, Gains a charge every time a character you control dies. At 7 Charges you may revive a character in your graveyard.Exile
Mind Wreck [Unique] [1 Cost] (1/4)
While Deployed, Sacrifice - Select a card in your hand and discard it.
Rubbish Eater [Unique] [1 Cost] (1/1)
While Deployed At the end of your turn, if you discarded a card this turn, this card gains +3/3.
Lslimikat, The Prophet [Unique] [1 Cost] (1/4)
While Deployed, At the end of your turn, if you discarded a card this turn, this card gains a charge. At 5 Charges your opponent discards 4 cards from their hand.
Yonko, Bringing of Madness [Unique] [1 Cost] (1/3)
While this card is deployed, at the end of your turn all you characters that killed a card this turn gain Consume 1: If they already have Consume they gain nothing.
Mind Leech [Unique] [1 Cost] (1/4)
While Deployed, Sacrifice - Select a zone and a character, if selected character is in selected zone, character loses -3/3.Overseers of Solace
IDK them well enough to think of any cards that would meaningful and creatively impact this faction.
With the implementation of cards like these, low cost cards that are not extremely strong but can have a meaningful impact later on in the game; You can start to see the development of an Early Game. Now as soon as the game starts I have important choices to make.
- How many fire bolts do I run?
- Do you include some AOE board clears?
- Timed Axe will start seeing some play along with poison and some other clears.
- I also do not think this will spark a resurgence of control decks as control is still fairly unfeasible outside of certain specific decks... Looking at you mad monk.
- Do I rush him down and kill him before his cards affect takes place or should I start building a defense to counter it?
Take Turn 1 from being a side thought to being a meaningful part of the game. The same for Turn 2 as well.