Commander's Horn Suggestion
Hello,
I just played a game against Scoia'tael where my opponent used commanders horn the final 4 turns of the game. Commander's Horn -> Natures gift -> Aglais -> faction ability (Eithne). I was wondering on what everyone's opinion were on this strategy as it's the first time I've seen it. I feel like this can be abused into an almost guarenteed win unless the opponent has card advantage and managed to draw dbomb or is monsters.
I have a few suggestions and the first one is that , like Witcher 3, commander's horn should only be able to used on a row once per round. My other suggestion is that commander's horn should be a golden card as those abilities do not work with golden special cards. The third one is that instead of doubling the attack it should simply add a static amount of power to everything in the row (a stronger version of thunderbolt).
It feels to me like commander's horn determines the winner of too many games for a silver that can be used multiple times.
Thoughts?
Hello,
I just played a game against Scoia'tael where my opponent used commanders horn the final 4 turns of the game. Commander's Horn -> Natures gift -> Aglais -> faction ability (Eithne). I was wondering on what everyone's opinion were on this strategy as it's the first time I've seen it. I feel like this can be abused into an almost guarenteed win unless the opponent has card advantage and managed to draw dbomb or is monsters.
I have a few suggestions and the first one is that , like Witcher 3, commander's horn should only be able to used on a row once per round. My other suggestion is that commander's horn should be a golden card as those abilities do not work with golden special cards. The third one is that instead of doubling the attack it should simply add a static amount of power to everything in the row (a stronger version of thunderbolt).
It feels to me like commander's horn determines the winner of too many games for a silver that can be used multiple times.
Thoughts?