But that's the whole point. The 3 Bloodlust doesn't require a little setup, it requires no setup. You can go from 0 to 3 and then play a card with Bloodlust. It's instant and therefore binary, enabling all Bloodlust cards, including the binary Champion's Charge. SK has enough units and artifacts to set up Bloodlust when properly played, so therefore I find Arnjolf just lame design. Lazy Bloodlust I will call it.
While true it's only usable in a single round. CC pairs well with Arnjolf but bear in mind it throws zero points on the board. It's a 7p card but even if it kills, say, an 8 it's 8 value for 7p. A Geralt or Leo would net 11 value for 10p there because they put a 3 body on the board. Anything above an 8 fits the same theme because something like Geralt would kill that too. Basically, CC is overrated. It could conceivably work better compared to G: Pro because there is no multiple of 3 requirement. The real advantage of CC is the cost of 7p. It fills a tall unit removal option at a relatively low cost. So the rest of the deck can be better for slightly less of a swing on big boy removal.
Arnjolf may instantly activate stuff like Pirate Captain, Donar, or Regis, true. The first two can be activated in other ways and, again, it's one round. The last has play around ability (buff the 2's since you cannot stop the 1's, maybe carry and save a reset/tall removal because Regis in that scenario screams Greatswords/Dagur). You can always bleed to force all of that power out as well. Regis ain't doing much in a short R3.
I suspect the philosophy behind Arnjolf is similar to a lot of leaders. R2 dry-passing was common in a lot of games. So we end up with a lot of leaders you want to bleed to force the leader out, depending on match-up. Thus, R2 sees play. It's likely the same deal with stuff like Eredin Slyzard. Make up a problem (R2 dry-passing), devise an ass backwards solution (overpowered single round stuff), and inevitably create another problem (forced to bleed) to solve it. Of course, this is unquestionably tin foil hat land, Eredin has had immune on it and Slyzard has existed for a while.
This philosophy is probably why we have bleed happy leaders/concepts like Gernichora too. The, "I can put 25-30 points on the board in 2 cards so I'm going to play cards until R3 is a 4ish card round", deck build. Best case I overpower you because barring MS, most decks cannot put 25-30 pts on a board in 2 cards in a short round. Other best case I blindly throw my 13 pt Speartip on the board, you don't draw your tall counter, and I get free CA headed to R3.
I'm not saying the tall counters aren't semi-binary in nature. Kill big thing or translate to garbage value for high cost. The big units, DD + Nivellen, Artifacts and half the game is also binary. If one is getting adjusted the others must be too. Adjusted doesn't mean nerfed into oblivion either (Sihil + impending Spearpocalypse).
I'd prefer if the game was more dynamic. To toss out an example, consider Yoana. This card almost never sees play. Fun fact about Yoana, "adjacent" doesn't only mean on either side of her. It also means in front or behind her. Yes, if you put a unit on the other row behind or in front of Yaona and it gets damaged she gets a charge. There is a great example of where not only does card sequence/combos matter but so does placement. #gooddesign. Unfortunately, Yoana always gets murdered because, "boost by 2 when adjacent units take damage", is trouble when unanswered. So poor Yoana sits in the deck builder.
Nope. You know the cards right? Geralt Professional is at least 3 points or 6 points when doing the minimum 3 damage. When you have the highest unit, you cannot play Scorch. Quite different.
G: Pro can pseudo brick too. It's 11p because it still gets value when it does brick. Geralt is 10, Leo is 10. Both get 3 value vs 6 when they brick. Granted, Leo is typically like G: Pro where it can bomb a Witcher for 6 in MU's where it's probably not nabbing something above an 8. Possibly 8-10 with Knights. Usually it's at least hitting for 8 in NG mirrors no matter what (Serrit, Auckes).
Scorch is... good when it works and garbage when it doesn't. 14p is insane. 14p is more insane when you need to kill 1-2 big boys, quite a bit of medium sized units or a metric ton of little guys to get value. At least Scorch is viable in some decks, however. It's not in Geralt: Igni territory
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