You're Quinner
A clever but simple thing I've noticed that STS does to add some tactical crunch to combat
You're Quinner
is that a lot of enemy attacks do amounts of damage that are slightly over a multiple of five
You're Quinner
6, 11, etc
You're Quinner
and the reason this is a substantial change is that the default defense card every deck gets, Block, blocks 5 damage
You're Quinner
so if you have an incoming attack for 6 damage
You're Quinner
you can play one Block, and just eat the 1 damage
You're Quinner
or you can play two and not
You're Quinner
but playing two cards when you have 3 energy is a serious investment
You're Quinner
so the constant question is 'is it worth avoiding one or two points of damage'
載入新的回覆