So if the issue is humored, what is the solution?
Would having units with orders being harder to kill be a solution? (How do they become harder to kill? Extra Points?) If so do they in turn cost more provisions? And if so do we scale down other cards and lower their provisions cost? Or do we just collectively give Leaders more base provisions to build with?
Alternatively do we keep them the same or perhaps even weaken them, but shield them for 2 turns? Giving the card player an opportunity to use the orders, and the opponent an opportunity to play around it so doom is not imminent.
And if that works, then it should only apply when an opponent has 2 or more cards as to provide a chance for removal afterwards or before the match concludes.
Another approuch all together is limiting the amount of deploy cards a deck can have, or spells etc. This is an interesting way of tackling it as well.
The conclusion I draw is that there are several things that can be done, but the reality remains the same we all have the same card pool to work with and the game favors well pieced together decks. Now if that means having some cannon fodder so be it, you can try to build around it to have perks to your opponent killing a good card.
Personally I feel at some point an opponents removal has to run low otherwise their deck just isn't effectively building points. But an opponent having removal to begin with is part of the excitement of this game, and what keeps me on edge.
Would having units with orders being harder to kill be a solution? (How do they become harder to kill? Extra Points?) If so do they in turn cost more provisions? And if so do we scale down other cards and lower their provisions cost? Or do we just collectively give Leaders more base provisions to build with?
Alternatively do we keep them the same or perhaps even weaken them, but shield them for 2 turns? Giving the card player an opportunity to use the orders, and the opponent an opportunity to play around it so doom is not imminent.
And if that works, then it should only apply when an opponent has 2 or more cards as to provide a chance for removal afterwards or before the match concludes.
Another approuch all together is limiting the amount of deploy cards a deck can have, or spells etc. This is an interesting way of tackling it as well.
The conclusion I draw is that there are several things that can be done, but the reality remains the same we all have the same card pool to work with and the game favors well pieced together decks. Now if that means having some cannon fodder so be it, you can try to build around it to have perks to your opponent killing a good card.
Personally I feel at some point an opponents removal has to run low otherwise their deck just isn't effectively building points. But an opponent having removal to begin with is part of the excitement of this game, and what keeps me on edge.