Design gaps here

Design should never begin with lowering costs of material put on the board, reality is that ‘free material’ is a sign for having a lack of any honest creativity. In fact so called ‘free material’ leads to not only an ‘Arms Race’ for material advantage it closes up design spaces where more interesting development could have occurred, but is unable to be achieved due to speedy unimaginative decks.

Inventive features do something never seen before, that have synergy, although it must interact with a fairness not overpower other progresses. Once the freeness begins it convolutes the game’s design space forever, in that you need to keep developing this free material more and more. Consider Infantry Carrier (packs many free units), Madness (too OP, turns many games over), Typhoon (free mass multi-damage) these new designs only keep up with the Arms Race of ‘too much low cost silliness’ that is already allowed. MTG moxes and Black Lotus was a learning curve for WOTC, learn from other designer mistakes, do not repeat them.

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How do you figure Typhoon to be free? It’s just another glass cannon, like Seraph or Dreadnaught, but (I think) the longest recharge time in the game. The Infantry Carrier gives you a discount on units, true, but only if it’s alive long enough to dispense them; otherwise, it’s an extremely expensive set of grunts. Madness is definitely OP in its current configuration, but the others require some tactical thought when played.

Madness is the only problematic card atm. The other two have drawbacks. The typhoon is fragile and can be countered (a bit like a Seraph), and infantry carrier is quite bad atm. Kuro bolts or a granade can easily one shot it and make you waste those 6 energy, not to mention the slow speed of deployment. It would be (maybe) a problem if it started unloading when deployed, but even so it would not be on par with Madness, the only card which give you a huge value in a game where your resources (your deck) are limited.

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For sure some of the cards you would earn by the end game are very powerful.

Most of the units you’re listing are tech-tier 2-3. One strategy to counter these kinds of decks is a “t1 rush deck.” Build a deck full of cards which require low energy and tech tier 1 and try to knock down their door before they can tech up. e.g., the classic way to do this is a rushy Nash deck containing only T1 units. Don’t build any powerplants and dump rallypoints and cheap cards as fast as you can. You’ll either smash through their barriers before they can tech up, or run out of steam depending on your card draws.

Your Nash deck mentioned is why the material advantage Arms Race has begun. They need to slow this game down so as to enjoy said tier 2-3 units who seem to be almost irrelevant due to speedy simple minded decks.

A “rush deck” like in describing will eventually be limited by cards in hand instead of energy. In practice, based on the data in our dashboards, it’s actually pretty balanced right now. The different deck archetypes (rush, control, value, combo) generally have decent 40-60% win rates.

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