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I think Tinkerer should just have SMM as an in-built class ability. Maybe give it 1-2 screws per turn as a base and let SMM give you +1/+2 more per turn or something.
Let Tinkerer play their cards.
I don't run it, primarily because I try to build towards the tinkerer infinite. I'd rather go no artifact or get the battery.
I've found that the only effective way to play tinkerer at the moment is to get a 4 card combo that triggers an infinite.
Then you just win every fight that isn't anti-pope. And for anti-pope you can just try to get other cards to deal with him.
Once you are able to produce 4+ screw's with 1 mana you'll have infinite screws, and losing out on the gemstone just to get a bit more screw production early on isn't worth it. I'd rather spend 3 gems on removing 2 cards
I am excited to see this. At the moment the infinite build is the only build that feels viable. All of the contraptions take forever to setup, and when they actually fire they often target the wrong things.
It would be nice if we could select what the contraptions will each shoot, or at the very least feel like it would be worthwhile to even get contraptions. I often skip and trim them all out of my deck because I never let the fight get to the end of a monsters turn if I can help it.
Sort of the opposite of the Bruja (Who I haven't played, but judging from my regular playmate's build) who seems to run out of steam as the fight goes on. They complement each other well though, as the Tinker is just getting stronger the longer it goes.
I do agree that the Screw Mold is required, though.
I started playing the Tinker the day I posted the thread and I did the exact same thing as you. It's really fun.