I like the idea of quests, but it's difficult to balance the power of the reward with the deck-design constraints to complete the quest. Given that most of the rewards for viable quests are pretty much "I win", it makes sense that the whole point of these decks is solely to complete the quest, which makes them really linear to play against.
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I like the idea of quests, but it's difficult to balance the power of the reward with the deck-design constraints to complete the quest. Given that most of the rewards for viable quests are pretty much "I win", it makes sense that the whole point of these decks is solely to complete the quest, which makes them really linear to play against.