Limited format/Drafting
I have had some thoughts about the card count, based on my first draft experience I had 2 days ago.
Below is a post I did on my local nordic Lorcana forum after having what I believe was Sweden's first draft ever.
Based on my first draft experience two days ago, I have had some thoughts about the card count.
Below is a post I did on my local Nordic Lorcana forum after having what I believe was Sweden's first draft ever.
Adding a 5th booster would make the game more pricey.. and the power balance of the game will be upped since you already have so many rare+ slots.
And the last 2 picks are basically "dead" picks in drafting, meaning those are the 4-8 cards you won't use in your deck...
My solution would be to have 14-15 cards in the boosters with more common slots.
"Some thoughts after yesterday's draft based on Chapter 1 drafting, I would love to hear if anyone else has drafted Chapter 1 of Lorcana:
I went 3/0 in matches and 6/0 in rounds. I never felt threatened, unfortunately. (Though I had a lot of fun)
Card count:
4 boosters are too few, and five are too many. Essentially, you draft to include all cards except for 8, which I think lacks flexibility. Having one more booster would mean 20 extra cards, which is too much...
It would have been nice to have 12-14 cards left over.
Ideally, boosters would contain 14-15 cards for this reason.
I have had some thoughts about the card count, based on my first draft experience I had 2 days ago.
Below is a post I did on my local Nordic Lorcana forum after having what I believe was Sweden's first draft ever.
Characters:
Since Chapter 1 suffers from a severe "draw a card" shortage, 1-3 cost characters are very weak in the draft format.
I removed all my ones because they are ONLY good if you have them in round 1, and even then, I thought it was better to let my opponent gain some lore and then I drop a bigger character to do better challenges to gain character advantage.
Characters with 2+ lore have a considerable advantage. The only twos I had in my deck had 2 lore except for Gaston with rush.
I saw Gaston with rush as an action card I could drop to trade away one of my opponent's characters.
Characters:
Since Chapter 1 suffers from a severe "draw a card" shortage, 1-3 cost characters are very weak in the draft format.
I removed all my ones because they are ONLY good if you have them in round 1, and even then, I thought it was better to let my opponent gain some lore and then I drop a bigger character to do better challenges to gain character advantage.
Characters with 2+ lore have a considerable advantage. The only twos I had in my deck had 2 lore, except for Gaston with rush.
I saw Gaston with rush as an action card I could drop to trade away one of my opponent's characters.
The action cards I had was:
"Grab your sword,"
which Ariel could sing in round 4. This was to kill decks with small characters, usually killing 2-3 characters with it.
"Friends on the other side"
play 1 card, draw 2 cards. I also had some cards that let me get cards back, which gave me card advantage.
"Part of your world"
costs 3, and I could bring back a character, often Hades, then another character. All this allowed me to trade characters wildly while maintaining a strong board state.
Card advantage:
ANYTHING that gives you a card advantage is a must.
Maleficent, a two cost for 2/2 with "draw a card" for example, is incredibly good as it gives you a round 3 drop + you keep your cards.
Hades, a 4 cost 3/2 with "bring back a dead character" is equally good. You can trade away Maleficent, bring her back, then draw a card again! Or Hades > Hades > X character... fts. 📷 Evasive is probably a lot more powerful than I think, and Bodyguard is underrated "