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good to know that even now I cant play the full game.
Trust me, if you beat the full campaign, you would DEFINITELY know.
That being said if you don't like the way the game is setup, there are plenty others out there, no point in spending time on a game you don't enjoy 😊
Also worth mentioning that there are synergies in this game that you really wouldnt expect to work (and some of the more obvious ones may not always work as intended). Even relatively crappy cards can be made into something devastating (heck two of the community favorites are both relatively weak cards on their own, but very easy to turn into overpowered monsters, even though one starts as a 1/1 and the other as a 1/2, being semi-vague to avoid spoilers though). Part of the fun is experimenting and seeing what happens. Sometimes you even get a unique response from the game master over it, can be hilarious.
If you genuinely want some deck building tips I can offer a few:
-Low cost cards can be tempting but you may want to be careful about stocking up on them. There's a "fair hand mechanic" that is meant to ensure you always draw something in your top deck that can be played at the start (regardless how helpful it actually is). It does this by trying to ensure you pull a free, a 1 blood, or a bone card. If you have a bunch of cards that fit into that category then you may get any of them, but if you limit how many fit those requirements you can partially determine your chances of pulling something actually useful. (note some builds kind of have to ignore this, like insect deck builds are popular but most insects are incredibly cheap and fall into those requirements).
-The first few runs against the gamemaster you unlock additional features. like the first death introduces the bone mechanic and puts bone cards into play for you. This will also include things like additional map nodes with unique and powerful purposes. If you see a map symbol you dont recognize, go check it out. Since you dont know what it is, it may not always be good for you that run but you at least found out what it does for the next run so you can actually use it to your advantage.
-In most cases, limit your deck size. There are some decks that work great with a ton of cards but most of the time having a bunch of cards you don't really use just means you are far less likely to get the ones you DO actually want/need when you need them. Though there is an effect that can help with that, basically a "look through your deck and pick your card". If you see a Magpie card, grab it. It doesnt LOOK great as a two blood 1/1 flyer but its more than worth it. You actually may want to visit nodes that can destroy cards or prevent you from getting more, like if your branching path offers a campfire to one side and a card selection to the other then you probably want the campfire. Itll either get rid of a card you dont need or buff it into something actually worth using.
-Careful with pelts. They are "free" and notorious for clogging up your deck and your fair hand while you travel between the trapper and trader. Yes, they are valuable and often worth the risk but relating to limiting your deck size as well you really dont want a ton of them or a ton of the cards you can get for them. Rabbit pelts are commons, wolf are uncommons, golden are rares. you always get a free rabbit for visiting trapper and usually thats enough for the common selections, i probably wouldnt grab more than 3 total though, even if near the start and trying to pad your deck. Wolf can be worth it, but it can vary almost as much as rabbit so again you probably don't need more than 2-3. Golden only has 4 options to choose from in the first place so the max golden pelts you ever want to pick up is 5 (theres a reason for having an extra, im just not sure you have found it yet. but on a related note, merged pelts make the trader offer already merged cards which are always more powerful). I usually only grab at max 4 because not all rares are great so theres usually at least one i dont really care for.
-If you havent found it yet, visiting a backpack while already full of items gives you a "packrat" card. Packrat can let you gain a new random item while actively in battle rather than waiting for another backpack (only if you have room for the new item). This can be incredibly useful, sometimes saving your butt when the rest of your deck fails you miserably.