Bug? frog applies spillover, but doesn't show the symbol/sticker on the cards that it gets applied to?
Spillover shows in the help text for those cards though.

That thought (that buffing alchemist is often the best choice) had crossed my mind previously, though it's not 100% clear-cut: giving the buff to the Alchemist can effectively double it, but at the cost of taking up a slot (a major cost) and preventing use of "right ally"/"left ally" effects (a more minor, situational cost.
Prioritising interesting decision-making is definitely a good thing - I guess in this case it comes at a cost of making alchemist much less likely to make it into play in the late game, since the effect isn't worth the cost, but that's probably not a big deal.
I think my reaction was mainly that some numbers are yellow while others aren't, and it's not immediately clear why, but I guess that was already the case? - eg. on cards which had multiple numeric effects, only one of which was buffable.
One approach might be to use words - eg. "one (power symbol)" instead of "1 (power symbol)" in the same way that some cards say "x2" (buffable) vs others saying "twice". But maybe that's just unnecessary fiddliness.
Maybe this is fiddly to do, but I wonder if a check for victory could happen earlier in the loop? Maybe after every enemy dies the game could check to see if it was the last enemy?
In this run with sheriff / flamingo / brawler, the sheriff had like 60 invoke, but had killed the last enemy with still a lot of invokes to go.
Instead of ending when the last enemy died, the game continued going through all of the Sheriff's remaining invokes (none of which had any target left).
I notice similar pauses sometimes in gameplay - presumably something to do with evaluating actions of dead allies or enemies?
This is kind of a nitpick - I'm sure there are bigger issues to fix/features to introduce, but it's something I've noticed a few times now.
I like this combo but it should maybe be nerfed?
It effectively doubles all the flamingo's buffs:
When hitting an enemy for the first time, the brawler gets +1 buffed, and the sheriff stores up an invoke.
Then when the sheriff dies and goes out in a blaze of glory, every time it deals damage it creates another +1 buff on the brawler.
The fox isn't strictly necessary, but it increases the damage done by the sheriff.
Gnome army deck - not very efficient, but apparently doesn't need to be!
The core combo is
- Gazebo (create a ton of gnomes)
- Nautilus (apply spikes to all those gnomes)
- Lumberjack (get super buff off all those spikes)

This Lumberjack has been working out:
This was a first turn win against the dragon and didn't even have the lumberjack - most of the damage was dealt from spikes:
Temple + Duck + Gazebo already having a bell on it when I got it = over 30 gnomes?