Deck of Haunts

Deck of Haunts

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More Feedback from the Peanut Gallery.
All Solo Human cards stink no matter the cost: NONE should be drafted EVER!

Reasons:
1) In order to win you need to keep people out of the Heart.
The mere presence of Stone Masons forces you to build one long path.
More often than not later in the game there are so many investigators in the house that
they either wind up in pairs or more which makes Solo Cards just plain bad to have in
your deck.
2) If you draft too many you may literally have nothing to play.
3) Trying to split up investigators so you can use Solo Human Cards is a waste of damage
you could be doing to them:
Example:
It's 1-2 pts just to split them up (if you get lucky enough that that happens)
For that you get to do less damage than 2 Phantom Raking's and get to maybe draw
a card(s) you probably won't be able to play.
I've sat and watched 3 investigators and 3 Stone Masons go into the same room
when Collapsing Spaces was played.
4) The conditions to get some Awesome (current or future) effect do you no good when it
can't be used on the guy you need damaged NOW!
5) It's a Deck building game! They make drafting nothing look good.
Especially when you're likely to only draft 3/4 cards in total during the whole game.

An Imperfect Solution:
Add the following text to all Solo Human Cards: "OR Draw 1 card for zero AP"
This makes the cards a wash in your deck, but it doesn't make them good to have.


Cards No-one Should Draft (except for Encore) and how to fix them:

Agoraphobia: Costs The same as 2 Chilling Cold's and Has a Detriment.
The Fix: Replace Detriment with "The Next card played costs 1 AP Less"

Collapsing Spaces: Costs too much. The Randomness seldom helps you. It's a stump in
your deck.
The Fix None: Shifting Hallways is a WAY WAY WAY Better Card for 1
Reducing it's cost to 0 might make Solo Human cards look better
The Real Fix: Change the effect to "Each Human tries to move to a Unoccupied
Adjacent Room if Able."

Deepening Shadows: If I never drafted it, I might have a card I wanted?
Or I have to use it as a discard to get an extra card?
(WTF I only have 3 APs!)
The Fix: Change to: Cost 3: Removed from Deck: Kill all Stone Masons. Fully
Heal all living Investigators.

Encore: I think this card is missing the word Banish
The Fix: Put the word Banish on it and the text "Instead of Doubling an Encore, it
adds one to the replay"

Endless Tolling: For 2 I get Stump that can't be played again this night and some minor
sanity looses?
The Fix: Change the cost to 1. Card might be bugged. Dev's should check it out.

Hall Echo: Cost's too much, need combo to be worth drafting in the first place.
The Fix: Change the cost to 1 so it's on pare with Nail and Splinter.

Linger: 1 for 3 Cards I can at best play two of ???
The Fix: None: In MTG this was OP. Currently this is a Waste of a slot in your deck.

Reclaiming Roots: How do you make it cost Zero???
The Fix: Just make it cost 2 and get rid of the extra text.

Unfolding Walls: I pay 1 to gain 2 (+1 net) and toss a card leaving me 3 cards and 4 AP's?
Usage is Situational and it Requires luck.
The Fix: Remove Banish Change the Text to:
"This Card cannot ever be Played Again or played twice: Permanently
Gain 1AP: Heart Takes 3 Damage!"
A Massive Boon for some Damage and a Stump in your deck.


If a card wasn't mentioned it's because I feel that it is balanced enough as is in the game.

May this be of some minimal use in the next iteration of the Game.
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Showing 1-3 of 3 comments
I actually think the problem partially dosnt lie with the cards themselves, but mostly that we cannot aim to bild specific decks. Its just too random at this point.
If you could chose specific combos, it would make the cards a lot better. For example by letting us reroll the cards you can choose for and Essence cost.

Except for Collapsing Spaces. I feel that is one is especially bad since it is in the starter deck, so you cant just avoid it if it dosnt fit the kind of deck you want to build. I always get a sacrifice altar of some kind specifically to get rid of it.
cthulhu Mar 29 @ 10:33am 
I grant that this is a demo release and that there may be things or mechanics that have not yet been implemented that may mitigate what currently appear as design flaws.

I also forgot to thank my friend timelord.1492 for compiling the card list.
I was too lazy do it myself. Thanks
cthulhu Apr 4 @ 4:42pm 
Echoing Screams needs its draw reduced to 1. Clearly it can be used to an infinite amount of sanity damage. Reducing the draw doesn't stop that, it just makes it slightly harder to do.

It was a lot of work to up the Sanity loss to 9, but it sure made the 5 X Sanity disappear fast.
killing them took a little longer (but Nail and Splinter doesn't stop going off) Echoing screams means you can trap 3 Rooms a turn (till its useless, then sack it at an alter),

Throw in 1 Gathering Miasma and the Damage really goes up.

Almost no Solo Human card is worth drafting. Echoing Screams is because its cost is zero and it allows an infinite loop. I'm not certain that lowering all Solo Human Cards costs to Zero would be great, but it might make them less awful.
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