So me and my play group did a bit of analysis on the games balance/diversity and specifically looked at ready Spells.
Noteably that you almost always want 2 summons in your deck and this alone leaves very little room for non Summoning Ready Spells.
We came up with 6 Categories (list below) that say a lot about how likely a ready spell is to be put in a deck.
Those Categories were :
- Direct Damage (that is repeatable Phoenixborn damage that can not be prevented without Vanish etc.)
- Bypassing (again unpreventable damage but in the form of a Unit attack)
- Life (something that effectively increases your own life)
- Ressource Gain (Gives you extra dice, saves you Dice, saves Meditation,draws Cards etc)
- Unit only Stats/Effects
- Silver Bullets/Slow Effects (Specific Counter Cards or Cards that have most of their effect in the next round)
Below is a list with all official ready spells in those categories
Most of our actually good decks contained Cards in the first 4 categories while
the last two were mostly considered to be not worth it in general.
From a creative standpoint this is somewhat sad to me and i have 2 questions for you :
1) Do you agree with our categories,
2) is it by general design of the game that the last 2 categories seem to underperform ? are they just bad ?
The 'silver Bullet' category in my opinion are in big parts bad cards. Not all of them but for example cut the strings just is not really neseccary or useful for anything.
Unit Stats however seem useful on paper. But in reality i have never really found 'Strengthen' or 'Protect' to be Cards that give my opponent a though time.
Small Sacrifice can be good but mostly with String Mage, where it is even better then Drain Vitality which should be better effect wise (at least on average).
What would need to change for these spells to actually see play ?
Is it that we have too few Ready Spell slots ? (Would you play Strengthen if it also had the effect of protect or a summon on the same card ?)
Are the numbers too small or the costs to expansive ? (would you play a mono colored version of Strengthen, or at the normal costs but when it gives even more attack or maybe even healing ?)
Is the kind of effect just never really good ?
Here is the list :
- Chant of Revenge
- Dark Presence
- Frost Bite
- Chant of Sacrifice (could also be viewed as saving ressources, depending on usage)
- Law of Fear (only in special situations)
- Confusion Spores (only in special situations)
- Chant of Protection
- Law of Repentance (damage part is often avoidable)
- Expand Energy
- Gates Thrown Open
- Magic Purity
- Chant of the Dead
+Card Draw and Meditation reduction+
- Chainging Winds
- Law of Assurance
- Magic Syphon
- Secret Door
- Shifting Mists
- Law of Sight
++Unit only Stats/Statuses++
(What would need to change for these spells to see (more) play ? )
- Chained Creations
- Drain Vitality
- Gravity Training
- Guilt Link (damage is preventable)
- Join the Hunt
- Royal Charm
- Sacred Ground
- Small Sacrifice
- To Shadows (can be viewed as bypassing, but it never forces lethal attacks)
- Law of Domination (the permanent effect could count as bypassing against Chant of Protection, but you almost never end up killing someone while they have Chant still up)
++Silver Bullets/very slow effects++
- Blood Transfer (can be viewed as expansive life gain)
- Cut the Strings
- Hex Bane (damage part is avoidable)
- Law of Banishment (the exhaustion part does not fit other categories)
- Memory Theft (damage is often preventable)
All the Spells with 'summon' in their name.