![]() Wild Strike is entirely mediocre and I think he probably gets a bit weaker when that's unlocked. Evolve is handy and nice to have but again it's rarely a winning pick up. Havoc/Sentinel/Exhume can all do lots of really fun tricky stuff and can be very strong but I don't think any of them are close to being win conditions for the character. With Ironclad I'd say Immolate is the one that most feels like a missing piece from his set of tools before you have it. It varies how important they are and some of the weaker stuff you unlock actually waters down the card pool. Unlocking obviously gives you more options but I don't think you're handicapped without them. With the bad guys designed to test different aspects of any deck (survive heavy damage, early on take on massive armour deal with multiple foes deal with debuff-happy enemies or those that grow in power over time). And forces you to vary your tactics according to the cards you get. This limits the number of cards in play (the only criticism I have is that playing through the first Act can become a bit repetitive) forces you to always be building a new deck and teaches you some core principles of deck building, such as looking for synergy (in sometimes unexpected places), avoiding bloat, and ensuring deck balance. Most other games rely on ever-expanding options as new card sets are released over time, and everyone ends up playing the same few proven decks against each other, anyway. It's also a great introduction to deck builders, because it is so focussed and has a closed set of finely balanced cards. But I’m struggling to think what might pip it to number one on my list in December. And the graphics and sound are functional at best. Perhaps it doesn’t have the greatest story. Dunno, it’s mechanically probably the most cohesive game of the year.
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