*THE HAND LIMIT PROBLEM*: The hand limit needs to be gone. I know that it's there to discourage drypass and make other rounds besides R3 more important, but its doing exactly the opposite right now. Most of the time you end up with having to play 2 or 3 cards to not discard your draws on the next round, sometimes even when you opponent had already passed and thats just awful. And even worse than that, hand limit makes card advantage not a thing and thats bad because CA is one of the most "gwenty" concepts of the game ever. Being able to get back CA when you're like 2 cards down just because of how the hand limit works (doesn't need skill or anything) is not a healthy thing to the game. Now, before giving the solution to this problem I need to talk about the "tactical advantage" for a second.
*TACTICAL ADVANTAGE*: The concept for this card to fix the coinflip is really great and I think it really works, but its kind of OP in its current form and give WAY more advantage, than it should, to decks that run order based engines that needs to stay alive. So, my suggestion is to rework the tactical advantage into a immune artifact that transforms into a unit instead of boosting any unit and also reduce it's power to 4 for not making high tempo openers too abusive (I"ll get on that later).
*DRYPASS/HAND LIMIT SOLUTION*: First of all, with the hand limit already removed: makes that neither players can pass on their first turn of each round. Then, whoever player that starts R1/R2 starts the round with the reworked tactical advantage (TA), that I cited before IF they have less or equal cards as the other player in his hand. How this chage things? Well, at the start of R1 each players will have the same ammount of cards in the hand so whoever goes first will get the TA no matter what, not being able to pass on the first turn consequently (and obviously) blocks the drypass option and that is fine because the extra thempo of the TA will help the blue coin player to at least got out of R1 losing with 1 card ahead. At the start of R2 if the players that goes first (have won R1) has equal or less cards in his hand he will get the TA too like I mentioned before. And how that will work on R2? If the player that starts R2 has 1 less card in his hand that is because he won R1 with 1 card down (of course) and nothing being able to pass in the first turn of R2, because the restriction we imposed, could really hurt his R3 if he not manage to get his card back; and that is why he gets the TA: for helping him in thempo to try to get that card back. And the same goes for the player that starts R2 with even cards (managed to won R1 on even) the extra thempo of the TA will help him to try to get a card of advantage as he would normally do by just drypassing R2, but with the drypass block and the TA's extra thempo he's encouraged to play the round in order to get that CA, and the same goes for R1 dry pass and R2 drypass with a card behind that I cited before. The last possible case is that if the player who starts R2 have more cards in his hand (managed to won R1 with 1 card ahead) and in this case he doesn't need the TA to help him for thempo since he's already a card up and would probably just 2-0 the opponent with that extra thempo, and that is why the condition of having equal or less cards than your opponent in you hand to get the TA when starting a round. For R3, of course, the TA doesn't exist wich is the whole point of encouraging players to play for R1 and R2 to get any advantage on R3. Also, I can see not having the restriction of having less or equal cards in hand for the player to get the TA since this just affect the last case I mentioned above and you can make the argument tha if he managed to won R1 he deserves a chance to go 2 cards up R3 like he would normally do by drypassing.
But I know this solution can be a so much abusive, especially for high thempo openers like witchers + roach + reworked TA. But, it still possible to balance the game around that; like reworking roach to something like "on turn end if you played and/or summoned only 1 gold card this turn play this card from your deck" to espcially avoid this thempo madness with witchers.
*TACTICAL ADVANTAGE*: The concept for this card to fix the coinflip is really great and I think it really works, but its kind of OP in its current form and give WAY more advantage, than it should, to decks that run order based engines that needs to stay alive. So, my suggestion is to rework the tactical advantage into a immune artifact that transforms into a unit instead of boosting any unit and also reduce it's power to 4 for not making high tempo openers too abusive (I"ll get on that later).
*DRYPASS/HAND LIMIT SOLUTION*: First of all, with the hand limit already removed: makes that neither players can pass on their first turn of each round. Then, whoever player that starts R1/R2 starts the round with the reworked tactical advantage (TA), that I cited before IF they have less or equal cards as the other player in his hand. How this chage things? Well, at the start of R1 each players will have the same ammount of cards in the hand so whoever goes first will get the TA no matter what, not being able to pass on the first turn consequently (and obviously) blocks the drypass option and that is fine because the extra thempo of the TA will help the blue coin player to at least got out of R1 losing with 1 card ahead. At the start of R2 if the players that goes first (have won R1) has equal or less cards in his hand he will get the TA too like I mentioned before. And how that will work on R2? If the player that starts R2 has 1 less card in his hand that is because he won R1 with 1 card down (of course) and nothing being able to pass in the first turn of R2, because the restriction we imposed, could really hurt his R3 if he not manage to get his card back; and that is why he gets the TA: for helping him in thempo to try to get that card back. And the same goes for the player that starts R2 with even cards (managed to won R1 on even) the extra thempo of the TA will help him to try to get a card of advantage as he would normally do by just drypassing R2, but with the drypass block and the TA's extra thempo he's encouraged to play the round in order to get that CA, and the same goes for R1 dry pass and R2 drypass with a card behind that I cited before. The last possible case is that if the player who starts R2 have more cards in his hand (managed to won R1 with 1 card ahead) and in this case he doesn't need the TA to help him for thempo since he's already a card up and would probably just 2-0 the opponent with that extra thempo, and that is why the condition of having equal or less cards than your opponent in you hand to get the TA when starting a round. For R3, of course, the TA doesn't exist wich is the whole point of encouraging players to play for R1 and R2 to get any advantage on R3. Also, I can see not having the restriction of having less or equal cards in hand for the player to get the TA since this just affect the last case I mentioned above and you can make the argument tha if he managed to won R1 he deserves a chance to go 2 cards up R3 like he would normally do by drypassing.
But I know this solution can be a so much abusive, especially for high thempo openers like witchers + roach + reworked TA. But, it still possible to balance the game around that; like reworking roach to something like "on turn end if you played and/or summoned only 1 gold card this turn play this card from your deck" to espcially avoid this thempo madness with witchers.
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