Phonenix/Phoenix Hatchling is unreasonable

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I'm not sure how a card can be unreasonable. Cards/combos can be too strong/weak. It's all about balance though. Those particular cards aren't unbalanced. They have very limited use cases among other weaknesses.

In this weird multiple Phoenix combo, as others pointed out, it's extremely low tempo. Plus it is very costly with provisions and slots relative to their points. Leaves you with limited other 'big' cards to do anything with. Another problem is it requires you actually get the cards in your hand to play. Even then, you have to hope they don't have an answer, be it removal or stealing them. Also, if you lose the coinflip and have to go first, you are basically screwed if you can't keep up in points and lose on even cards. Which leads to my next point that you seem to be missing the fact that Phoenix comes out as hatchlings that you have to activate and to activate them you have to play a card. You aren't gaining a card advantage with them R2, and at worst you are putting yourself down a card. You also lose 'last say'.

After all that, you get to round 3. It looks impressive with 12 points starting. Hopefully you are even cards and not down one and that your opponent never drew into any removal in the last two rounds. Now what? You have limited provisions left for a win condition. You used up 29(?) provisions on 12 points that took three turns to play. Your opponent drops Old Speartip for 15 provisions and 12 points. Or Woodland ability and Werewolf for an immune 12. Or Impera Brigade and Vreemde for 19 provision and 14 points. And so on. You yourself pointed out the big swing in points in the last round.

There are a lot of fun, cheesy, or whatever combos you can do, but they aren't practical to actually play.
 
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