One of my biggest pet peeves in this game is that the VAST majority of cards require the same amount of supplies to cast as the level of the card. There are cards that accelerate resource production, and if a little more balance was given to the resource cost of playing cards, it would bring some more strategy back into the game. As it currently stands - if you pit two well built decks against each other, certain low level cards make recovering impossible because they impart a huge advantage while allowing you to multi-drop cards in a single turn too easily due to low resource cost.
This gives certain factions a MASSIVE advantage early in the game.
One faction that benefits from this extensively is the Inferno faction. HOUSE OF MADNESS is ridiculously overpowered. for a T2 fortune card costing only 2 supplies to cast, it can pretty much obliterate any kind of defense early on in the game. I'm sure you'll say "easy just wait a turn and it goes away"... Well, waiting a turn is just as devastating as having to chuck your hand away on turn number 3, to the point that you put yourself in a position that can't be recovered from. It also bugged out against me and caused me to discard when I ATTACKED with my enraged Cyclops one game - but that's not the point of this post.
TWIST OF FATE is also a little bit much. for two supply the opponent gets to see my entire hand AND chooses which card goes in my graveyard?? That's B.S. The opponent should get to pick a card, but NOT see my hand. I would consider that a fair play.
I will say this - at least the devs got CHAOS IMP right!
Necro faction also benefits from this greatly. ARIANA'S LAIR only requiring 2 fortune and 2 resource to play is crazy.
These are just a few examples - Don't get me wrong, I love the different strategies that can be employed with these cards, but some thought needs to be put into the resource cost. Just because a card is a T2 or T3, doesn't mean it should automatically cost the same amount of resources. I could go on and on...
You guys get the point - upping the Tier of the card isn't always necessary, sometimes just making the resource cost hurt the player is the way to go.
This gives certain factions a MASSIVE advantage early in the game.
One faction that benefits from this extensively is the Inferno faction. HOUSE OF MADNESS is ridiculously overpowered. for a T2 fortune card costing only 2 supplies to cast, it can pretty much obliterate any kind of defense early on in the game. I'm sure you'll say "easy just wait a turn and it goes away"... Well, waiting a turn is just as devastating as having to chuck your hand away on turn number 3, to the point that you put yourself in a position that can't be recovered from. It also bugged out against me and caused me to discard when I ATTACKED with my enraged Cyclops one game - but that's not the point of this post.
TWIST OF FATE is also a little bit much. for two supply the opponent gets to see my entire hand AND chooses which card goes in my graveyard?? That's B.S. The opponent should get to pick a card, but NOT see my hand. I would consider that a fair play.
I will say this - at least the devs got CHAOS IMP right!
Necro faction also benefits from this greatly. ARIANA'S LAIR only requiring 2 fortune and 2 resource to play is crazy.
These are just a few examples - Don't get me wrong, I love the different strategies that can be employed with these cards, but some thought needs to be put into the resource cost. Just because a card is a T2 or T3, doesn't mean it should automatically cost the same amount of resources. I could go on and on...
You guys get the point - upping the Tier of the card isn't always necessary, sometimes just making the resource cost hurt the player is the way to go.