I am absolutely SICK of being forced to save a minimum of 2 card slots in ALL my ranked decks for:
1) A purify card (in case my opponent is running a defender) and
2) An artifact removal card (in case my opponent is running a scenario card)
This binary interaction is not fun for either side. I hate games where I hold onto a bomb heaver for round 3 expecting a scenario, only to be forced to drop a 4 point deadweight when it becomes clear that my opponent is not running it. I hate games where I hold onto my purify card only for it to also be a ridiculous 4 point deadweight when my opponent is not running a defender (because let's face it: a vampire deck has 10 million bleeds, a poison deck has 10 million poisons, a midrange nilfgaard deck has 10 million locks, etc. so purifying a vitality/bleed/lock is crap value and does not justify the cost).
On the flip side, I'm pretty sure my opponents also hate me when they play their extremely expensive 14 provision scenario and it gets destroyed without reaching Chapter 2,or throw out their defender only for it to become purified and useless.
Yet the most infuriating cases have to be when I use up all my mulligans every single round in a game in order to try and find my purify or artifact removal (since I have either played against my opponent or my opponent's netdeck before, and thus know he is using a defender or scenario), only to waste all mulligans with my needed card remaining at the bottom of my deck.
This is one of the reasons beta Gwent's gameplay was so much better. In beta gwent there were 2 auto-include cards: silver mages (for weather clear) and silver spies (for card advantage). But because of the 4-gold 6-sliver 15-bronze class system, it didn't feel bad losing those slots since your bronzes were decent and could consistently obtain insane value (better than silver cards for sure when properly set up; and conditionally better than gold cards). After Homecoming? Hell yes it feels really bad always losing 2 slots when you could slot in better bronzes or even golds. Also, purify blows chunks. It should only remove negative status effects when you have to use it on one of your own units; why the hell does removing a lock or bleed on one of my units also remove its vitality or shield?
1) A purify card (in case my opponent is running a defender) and
2) An artifact removal card (in case my opponent is running a scenario card)
This binary interaction is not fun for either side. I hate games where I hold onto a bomb heaver for round 3 expecting a scenario, only to be forced to drop a 4 point deadweight when it becomes clear that my opponent is not running it. I hate games where I hold onto my purify card only for it to also be a ridiculous 4 point deadweight when my opponent is not running a defender (because let's face it: a vampire deck has 10 million bleeds, a poison deck has 10 million poisons, a midrange nilfgaard deck has 10 million locks, etc. so purifying a vitality/bleed/lock is crap value and does not justify the cost).
On the flip side, I'm pretty sure my opponents also hate me when they play their extremely expensive 14 provision scenario and it gets destroyed without reaching Chapter 2,or throw out their defender only for it to become purified and useless.
Yet the most infuriating cases have to be when I use up all my mulligans every single round in a game in order to try and find my purify or artifact removal (since I have either played against my opponent or my opponent's netdeck before, and thus know he is using a defender or scenario), only to waste all mulligans with my needed card remaining at the bottom of my deck.
This is one of the reasons beta Gwent's gameplay was so much better. In beta gwent there were 2 auto-include cards: silver mages (for weather clear) and silver spies (for card advantage). But because of the 4-gold 6-sliver 15-bronze class system, it didn't feel bad losing those slots since your bronzes were decent and could consistently obtain insane value (better than silver cards for sure when properly set up; and conditionally better than gold cards). After Homecoming? Hell yes it feels really bad always losing 2 slots when you could slot in better bronzes or even golds. Also, purify blows chunks. It should only remove negative status effects when you have to use it on one of your own units; why the hell does removing a lock or bleed on one of my units also remove its vitality or shield?