Alright, so I played a few more runs. Veeeery fun and addicting. Played some more adventurer but couldn't finish. But it was definitely the most fun because of how wild it would get, sometimes both players having >50 health. Then I played wizard and pyromancer. With the wizard it was hard to get something interesting going. I ended always milling the enemies to death because I never managed to get their health down. But I guess that's somewhat intentional? However, what bothered me was the teleport ability. I never wanted to skip combat before a fight, only during one. Would have been nice to have it as a escape mechanic (and maybe try again?). Even had the wand to get the ability refill, but that was pointless.
I tried crafting, but the forges were very rare. However, I really enjoyed the theory crafting. Took most of my time to figure out what combo to go for. That lead to 2 "issues", however:
- The final time bonus multiplier was annoying, because of how much time I would spend planning.
- Because I was often "short" on gems, I ended up creating maxed out cards with high mana cost which I could summon from the graveyard for insane effects (triple "on any card played deal 3 damage") and effectively no crafting material cost. So, I would spend all my resources on a low mana "revive on exhaust" minion or something like that and using "discard" to put the op minion in the graveyard. While this is fun, it feels kinda broken being able to almost oneshot enemies. I will definitely experiment with it some more.
However, I had initially tried the build with a minion with "During each of your Standby Phases, discard 1 card." But this discard effect would not trigger the "When this card is Discarded" effect. The pyromancer however works pretty well with the many normal discard effects.
When crafting, I also hadn't realized I could scroll down the atk/def values. I assumed that I would only get values above 3 when I hit random. I was also missing some "negative" effects like "to summon this card, sacrifice/discard" modifiers to work in synergy with the discard effect, or lowering the mana cost.
At the merchant I sometimes had cards with negative gold costs.
Venom with high defense seems op.
Hm, that's about it that I can think of right now. Imo definitely Kickstarter worthy.