Faction | Archetype Name | Cardpool Size | Viability | Issues |
---|---|---|---|---|
MO | Deathwish | 26 | 4 | Needs more ways to trigger same turn deathwish. |
MO | Wild Hunt | 20 | 3 | Needs more frost payoff cards. |
NG | Tactics | 20 | 2 | Tactics (Except Coup) are weak; payoff cards (Stefan Skellen, Fire Scorpions) are fragile. |
NG | Spies | 18 | 3 | Impera Enforcers are too fragile, No synergistic leader except IF |
NG | Soldiers | A lot | 2 | No payoff cards except Vreemde. Many bronze soldiers actually support other archetypes. |
NG | Assimilate | 13 | 4 | Initial engines are slow to setup. |
NR | Resupply | 17 | 1 | Warfare cards are weak and payoff engines are slow |
NR | Shields | 13 | 1 | Limited cardpool. |
ST | Harmony | 10 | 2 | Card pool is extremely small, bronzes are highly powercrept. |
ST | Dwarves | A lot | 4 | Hrrggggh Yrdoooon |
ST | Traps | 9 | 4 | Limited number of traps. Mahakam Horn and Stalk Trap are antisynergistic with Eldain. |
ST | Movement | 9 | 4 | Limited cardpool, reliant on fragile 5p bronzes. |
SK | Druids | 21 | 4 | Issues with core bronze engines |
SK | Pirates | 25-ish | 3 | Consistency issues, pirates are alright but most ships are weak. |
SK | Self Wound | A lot | 3 | Self Wound has no consistent gameplan |
SY | Firesworn | A lot | 4 | Was viable ~8 months ago, but now powercrept |
Viabilty
4 = 1-2 reworks or cards away from being viable
3 = Needs several new cards including golds to be viable
2 = Barely viable, the archetype's synergies are too weak
1 = Fundamental issues with tempo, sequencing, and power that hamstring the archetype, barring a complete rework
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