This card screams of filler. Why would you play this when you have Beggar? Beggar is 1 less power, but 3 coins and 5 on bonded.Revealed by Wangid on his stream:
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Trash filler card just like Scapegoat. Tamara would require more Witch Hunters but they didn't deliver.Revealed by Wangid on his stream:
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Don't think I have ever used the officer (actually had to boot the game just to look this one up because I'm that unfamiliar with him). Not a fan of bonded to begin with though (save for the dwarves and beggars). I would strongly consider the officer to be dead. Was he even used in his "prime"?If Savvy Hukster is trash as people are claiming, what about Vrihedd Officer?
Savvy Hukster is 6 without bonded and with bonded he is 8, with 2 coins which can (and most probably will) be used for damage. Officer plays for 5 and with bonded 7. If 6 and 8 is trash and dead on arrival, when is the death anniversary for Vrihedd Officer
Because SY has better bonded units. Beggar on bonded gives 5 coins. Playing both means a total of 8 coins. Seductress on bonded boosts by 1 for each unit of special your opponent plays. However bonded is still bad overall and inconsistent. If you want to push it as an archetype, you must do better than Watcher, Illusionist and Savvy Huckster.If Savvy Hukster is trash as people are claiming, what about Vrihedd Officer?
Savvy Hukster is 6 without bonded and with bonded he is 8, with 2 coins which can (and most probably will) be used for damage. Officer plays for 5 and with bonded 7. If 6 and 8 is trash and dead on arrival, when is the death anniversary for Vrihedd Officer
They're about the same. Officer has Elf tag for synergy, Huckster has nothing. Both trash.I am not saying Savvy Hukster is good. Please don't mistake me. All I am saying is, if Huskster is bad or trash, what does it say about Office. We all know the answer. That was just a rhetorical question.
I just see no reason to play any of these bonded cards because of how bonded in general is.
I don't like playing "consistent" decks a lot (I do have some exceptions in very specific decks, mostly NG), and bonded as a mechanic is either needing a lucky draw or consistency. My favorite decks outside of meme realm are ones that don't need thinning or consistency tools. You work with what you have and that's it. Bonded feels like an undue limitation in this regard. If I don't have both in hand, then I'm not getting full value, and at that point, I might as well have better performing 4 provision cards with better synergy.
I don't even play beggar for its bonded ability. I play it as a condition for my Collusion deck for the tag.
Completely forgot about your list, and definitely agree about bonded engines being better. Especially since the first 2 are provided with their scenarios. I do run those in some of my decks, but haven't played any of those 4 in a long time.Bonded units can be powerful if they are bonded effect is engine-based.
Crow Clan Preacher combined with Gedyneith alchemy can be very, very strong.
Sly Seductress + Passiflora can also be an awesome engine.
Alba Pikeman bonded means 2 random damage each turn.
Cutup Lackey even means 4 random damage after playing a crime card.
For bonded deployers the bonded effect appears to be less valuable. Maybe Celaeno Harpy is an exception as it can bring +6 if bonded and consume available.
Regarding the new bonded units:
- I consider SC watcher of the valley and NG illusionist to be a very unstable bonded combo which can offer huge rewards if it suceeds.
- SY savvy huckster does not offer enough rewards from my perspective.
What I would prefer:
Body 2, Shield
Profit: 1
Deploy: Damage an enemy unit by 1.
Bonded: The first time you gain a Coin each turn, remove shield and deal 2 damage to an random opponent unit with a status.
I feel the opposite about purge's possible playrate. I'm actually making room for it in my bounty deck because of the synergy it gives, but I do run mostly Witch Hunters in that deck and on average for me, Purge should be able to get 6 damage by the time I would intend to play it, plus giving me another bounty target for vigilantes to ping. My intended play order would be (also assuming everything sticks and isn't locked): Vigilantes, Witch Hunter, Witch Hunter Ex, then purge; then, in theory, I would have eliminated the first target and hopefully the second same turn if my first bounty target was high enough power, didn't get boosted out of range, etc.SY
Purge - Synergistic payoff card with some additional synergy, i like that. Unfortunately it's probably not going to see much play since you can replace it with Dip in the Pontar, that plays for 6 and requires no synergy.
Love this creative propossals.SY
I appreciate the effort to push bounty archetipe away from "kill everything in one turn" decks, but as long as Freakshow and Drill stay the same, nothing is going to change.
The Brute - situationally great, situationally terrible, on average probably not worth 13 prov.
Octavia - on the first glance, this card looks insanely strong, but she's only as good as the cards she pulls, so we'll see.
Purge - Synergistic payoff card with some additional synergy, i like that. Unfortunately it's probably not going to see much play since you can replace it with Dip in the Pontar, that plays for 6 and requires no synergy.
Savvy Huckster - filler, and not a good one.
Suggestion:
Freakshow:
Profit 2, Charge 3
Fee 2 (Melee): Damage an enemy unit by 2 an remove 1 charge.
Deathblow: Gain 1 charge.
Every allied turn, on turn end, gain 1 charge
This should prevent the card from killing everything, while allowing it to kill something on deploy and potentialy lot more if you can keep it alive for few turns or only last-hit.
Drill:
Profit 2
Fee 2: Damage an enemy unit by 0.
Increase the damage by 1, if Drill is adjacent to 2 Crownspliters.
Increase the damage by 1, if you controll at least 2 other gold crownspliters.
Increase the damage by 1, if you have at least 4 other crownspliters on this row.
Increase the damage by 1, if you have at least 1 crownspliter on the other row.
To play Drill efficiently, you have to meet multiple conditions and that can't be done in a single turn.
For Brute you could've summarized him as being inconsistent. A 13p card should not be so hard to setup and so difficult to get value from.SY
I appreciate the effort to push bounty archetipe away from "kill everything in one turn" decks, but as long as Freakshow and Drill stay the same, nothing is going to change.
The Brute - situationally great, situationally terrible, on average probably not worth 13 prov.
Octavia - on the first glance, this card looks insanely strong, but she's only as good as the cards she pulls, so we'll see.
Purge - Synergistic payoff card with some additional synergy, i like that. Unfortunately it's probably not going to see much play since you can replace it with Dip in the Pontar, that plays for 6 and requires no synergy.
Savvy Huckster - filler, and not a good one.
Suggestion:
Freakshow:
Profit 2, Charge 3
Fee 2 (Melee): Damage an enemy unit by 2 an remove 1 charge.
Deathblow: Gain 1 charge.
Every allied turn, on turn end, gain 1 charge
This should prevent the card from killing everything, while allowing it to kill something on deploy and potentialy lot more if you can keep it alive for few turns or only last-hit.
Drill:
Profit 2
Fee 2: Damage an enemy unit by 0.
Increase the damage by 1, if Drill is adjacent to 2 Crownspliters.
Increase the damage by 1, if you controll at least 2 other gold crownspliters.
Increase the damage by 1, if you have at least 4 other crownspliters on this row.
Increase the damage by 1, if you have at least 1 crownspliter on the other row.
To play Drill efficiently, you have to meet multiple conditions and that can't be done in a single turn.