In turn, they paid him regularly, adding to his treasure hoard. He went about the city on a regular basis. There are still ways to win against it, but having removed one of them really makes DL dominate the meta.As the Wyrmsmith, Themberchaud used his fire breath to heat the city's great forges and temper the famous steel blades manufactured by the gray dwarves of Gracklstugh. Since this change, I experienced that DL is a lot stronger and looks rather problematic in more games than before. Now one quite important counter measure vs Dragon lair is missing. Since I lost probably 2 games out of my last 50, and I definitely have faced turn 1 DL frequently, I'm sure there is no problem with the card's balance.Īppearently, philosopher stone was removed from 2 player drafting. I can't load the game, however, this was probably one of my first games. You have certainly lost exactly to turn 1 dragon's lair good sir. Other than that I must say that I have never lost to dragon lair before. If the opposing player additionally lets the DL player get an alchemist tower. The main ways this comparison would tip towards dragon's lair are ifġ) The gold is important compared to just points (either the player running dragon's lair gets better income with their monuments/alchemists tower or you need to deny high point value monuments to an opponent running athanor or philosophers stone)Ģ) dragon synergy (a combination of the bonus value from activating dragons lair to store 2 gold instead of gaining it and the possibility of sacrificing inexpensive dragons for a profit, the most common reason to rate dragon's lair above catacombs)ģ) the possibility your opponent drafted treant and will get a huge turn 1 payday from you going for catacombs.įWIW I do consider catacombs and dragon's lair to be the two strongest places of power. I think it may also be worth noting that catacombs of the dead is pretty competitive with dragon's lair in terms of value generated by activating it (every 4 gold usually gives you about 2 points with some minor beneficial effect added on), generates an additional black per turn, can be used as a moderately inefficient black sink, and in round 1 you can buy both an elvish bow and catacombs of the dead (you need a mage that produces black or red paired with research scholar and transmuter have more item flexibility). You just draw a card, discard a card and get a free 3 resource transmutate and to cycle a card for the benefit, the only down-size is that it costs for 2 turns, big-whoop. Like choosing Research is MUCH better than choosing either of the essence gainers. I think the biggest problem with this game is that cards can be discarded for 2*, which means that more often in a game they become more useful to be discarded, and they help circumvent the particular type of essence gaining. Maybe I can re-animate my bow quicker and more often than you can. So the reanimate card will net you 3 resource.īut if you go all out and spend all your cards, then you simply gain 2 gold, and then I use my Witch and Elvish bow, and you're stuck forever. But the re-tap is where it burns brightly. It's 12 essence for 4 per turn, including the 1st turn which is very good but not amazing. What VP's do you get typically by round 4? It would seem like without any attacks that round 4 is where the majority of games will end. The same seems to be true for the 1:1 Essence->Gold cards. It certainly seems like a short cut to thinking. If you could tweak it to make it more balanced, how would you do so? Make it too expensive to buy Round 1? Make it cheaper, but require a dragon to be tapped as part of the cost? Require an input (any input!) to get the 2 gold per turn? I'd love to hear your ideas! How do others feel about it? Do you dread seeing it at the start of the game, because you know you have to buy it or lose? Or do you disagree, and find it only situationally advantageous (say, if it can be used to purchase a resource generator like Hanging Gardens, Obelisk, or Alchemist's Tower)? I've never seen the person who gets it first lose, if they aren't a novice and know basically what they are doing. But it quickly has become apparent to me that Dragon's Lair is a distinctly unbalanced card: you can buy it on your first turn, and for no input thereafter get 2-4 gold per turn out of it, making it very likely you will win even without ever playing any dragons - in fact, I've seen players use it to win without ever playing any cards from their deck. This certainly isn't a bug, as BGA has implemented the card properly.
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