Hey there!
So the expansion brings some exciting cards, and from the point of view of creativity might be the best expansion so far in spite of the low amount of cards. But some of those cards seem (emphasis on tentative language, dear mods) totally broken. What do you think will have to go down first and why. Here's my list, top to bottom from the reveal page. Also, I'd like to say that it's just how I understand the wording on the cards. I might be wrong. Pls correct me if that's the case.
1. Idarran of Ulivo. 6 for 8, answer-or-die. Triples the Larvea. Doubles the Caranthir spawn (sick). Doubles Koshchey payoffs. Gives to scenario chapters. (Also but less mainstreamy, extra Revenant, extra Commando from Roche, Adelia and all 10p spawners, Mobilization...) Etc. Unprecedented engine value and threat for 8. I feel like this could've been like 12 prov and nobody would say it's too much.
2. Dol Dhu Lokke. Am I reading this right? Is it MO's own Corruption/Yen +2 value for 8 + a bronze unit? For 8? Do I need better glasses?
3. Koshchey. People did spreadsheets with this card's value. It's insane.
4. Cat Witcher. 4 for 5 with 1-2/turn engine AND synergies. Too much for 5. Keep in mind that it also has a chance to set up Rebukes and other dmg removal. Also, this new ST is gonna have lots of engines demanding an answer.
5. Sabertooth Tiger. I'm not sure about this. Does it change back to points even when it doesn't find a target? If so, I think it's too much. It steals red coin plus 2 dmg to anything. This may lead to those situations common from ST-PC where you couldn't set up anything on blue coin. Just that it also works on blue coin itself and can't be answered except Heatwave.
6. Gezras of Leida. What's the ceiling on this guy? 50? 100? 150? Also, the expansion brings zero late round wide punish. (Except the NR's Ranger but that's way too meme.)
7. Arhnagadd. So does it go with the Sukrus or not? If it does, it completely disables almost all proactive decks in the game. Important to remember is that SK has the Sigdrifa so every card that needs to stick can potentially demand double removal.
Possibly Snowdrop. SK-UR Lippy doesn't need more love, really (already got 2 provision buff for some wicked reason). This possibly gives +14 points to their R1 potential and de-bricks the Maidens and sets up better discards/own boosts. This deck is already broken when it doesn't brick to win R1 and set up carryover. Some people disagree but I think such roulette decks are a scourge on the game. But at least they're roulette. This decreases the roulette factor by A LOT and gives lots of points at the same time. (Also, there is Tactical Decision...)
So the expansion brings some exciting cards, and from the point of view of creativity might be the best expansion so far in spite of the low amount of cards. But some of those cards seem (emphasis on tentative language, dear mods) totally broken. What do you think will have to go down first and why. Here's my list, top to bottom from the reveal page. Also, I'd like to say that it's just how I understand the wording on the cards. I might be wrong. Pls correct me if that's the case.
1. Idarran of Ulivo. 6 for 8, answer-or-die. Triples the Larvea. Doubles the Caranthir spawn (sick). Doubles Koshchey payoffs. Gives to scenario chapters. (Also but less mainstreamy, extra Revenant, extra Commando from Roche, Adelia and all 10p spawners, Mobilization...) Etc. Unprecedented engine value and threat for 8. I feel like this could've been like 12 prov and nobody would say it's too much.
2. Dol Dhu Lokke. Am I reading this right? Is it MO's own Corruption/Yen +2 value for 8 + a bronze unit? For 8? Do I need better glasses?
3. Koshchey. People did spreadsheets with this card's value. It's insane.
4. Cat Witcher. 4 for 5 with 1-2/turn engine AND synergies. Too much for 5. Keep in mind that it also has a chance to set up Rebukes and other dmg removal. Also, this new ST is gonna have lots of engines demanding an answer.
5. Sabertooth Tiger. I'm not sure about this. Does it change back to points even when it doesn't find a target? If so, I think it's too much. It steals red coin plus 2 dmg to anything. This may lead to those situations common from ST-PC where you couldn't set up anything on blue coin. Just that it also works on blue coin itself and can't be answered except Heatwave.
6. Gezras of Leida. What's the ceiling on this guy? 50? 100? 150? Also, the expansion brings zero late round wide punish. (Except the NR's Ranger but that's way too meme.)
7. Arhnagadd. So does it go with the Sukrus or not? If it does, it completely disables almost all proactive decks in the game. Important to remember is that SK has the Sigdrifa so every card that needs to stick can potentially demand double removal.
Possibly Snowdrop. SK-UR Lippy doesn't need more love, really (already got 2 provision buff for some wicked reason). This possibly gives +14 points to their R1 potential and de-bricks the Maidens and sets up better discards/own boosts. This deck is already broken when it doesn't brick to win R1 and set up carryover. Some people disagree but I think such roulette decks are a scourge on the game. But at least they're roulette. This decreases the roulette factor by A LOT and gives lots of points at the same time. (Also, there is Tactical Decision...)
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