Thanks! I'm glad you like the card tweaks! This is pretty much what I was hoping to accomplish.
Transmute Shields is still very niche.
Indeed. I'm starting to think it might be good to replace it with some card that reads "Choose a card from your hand. Discard all cards of that type and draw that amount of cards."
there's no effect that removes cards
That's a really interesting notion. There might be an untapped card mechanic in there to dig into.
Raise The Dead is my favourite earlygame card.
Awesome! It's mine too haha. All the graveyard cards have this fun "planning ahead" feeling to them.
You mentioned card rarity. There are 3 card tiers, and I award the higher tiers more frequently in later battles. I've been thinking about putting a little symbol on each card to show its rarity, that might be a nice way to distinguish them. Until then, here's some inside info:
- You draft tiers 1, 1 & 2 on floor 1 battles
- You draft tiers 1, 2 & 2 on floor 1 boss battles and floor 2 battles
- You draft tiers 1, 2 & 3 on floor 2 boss battles and floor 3 battles
The tiers in 1.1.0 are:
- Tier 1:
- transmute shields
- raise the dead
- revenge from beyond
- read mind
- Tier 2
- healing potion
- shield bash
- shields up
- stamina option
- Tier 3
- mana burst
About the general mechanics: you have a great point there. Suddenly with full hand, it's apparent that those starting cards (all cards with a net advantage of 0) can't really make any kind of swing. Perhaps the starter deck should carry something more.
Or, you know, it's time to start working on some new card sets! There's still a lot of unexplored terrain here when it comes to card design. I should be leaning way harder into the hand-is-health mechanic, while most cards currently are somewhat more traditional archetypes.