#448656
Can I ask a question - if we've been down this road before of cards have too wide a target base, or being too powerful to use in succession, or not removing themselves from the game after use, or lasting too long through the entire attempt, or not requiring to be facing a dilemma to trigger, how did this get past all of that in design and playtesting?
Isn't there a checklist of things when designing a card to make sure it's not overpowered? If it allows X, then prohibit Y. If it has A, then require B.
Reading through Naetor's breakdown, it looks like a rather large hole has been left in it.
Isn't there a checklist of things when designing a card to make sure it's not overpowered? If it allows X, then prohibit Y. If it has A, then require B.
Reading through Naetor's breakdown, it looks like a rather large hole has been left in it.