fectin wrote:If Alice didn't boost in-play AND in-hand, she almost not be worth playing.
She's still a 3/4 for 4. If they are not going to dump the "all neutrals all the time" synergy the way that deck diversity requires; then the next best patch would be to changes her current fanfare into an Evolve effect, reduce her evolve stats to +1/+1 and make her a Basic card that they give away in a tutorial mission.
That said, post-wonderland has been a lot less fun. Cthulhu is the same bullshit inevitability as Aegis, and is just not fun.
Oh it's bullshit, but it is a distinctly different flavor of bullshit.
Unlike Aegis, all crafts have at least partial answers to Spawn: Haven has Iron Maiden, Naoise, Tribunal, Themis, etc. Rune has Prof of Taboos' Mutagenic Bolt and Winter's Caprice. Forest has Will of the Forest and Elf-Twins Assault. Shadow has Khway, Sword has Roland, and even Blood has Revelation.
Against Spawn, if you don't have any of those and/or wards on the right turn you just lose.
Compare to Aegis where the only non-haven "answers" are "win first" or Roland, and the longer the game goes the more advantage Aegis gains.
Spawn would merely set up a strong turn 9 win condition (turn 8 if you saved an evolve against an opponent you'd gotten into the single digits) if Baph wasn't cheating it out 3 turns early and Blood didn't also get Tove, Knuckles, Scarlet and Esmeralda this set. In light of those cards, it has gone from a slight powercreep over the last set's good cards to brokenly good.
But since they are not going to ban Baph, the best answer would probably be to change Spawn's "attacks from ambush" ability to a Clash from ambush ability. That way if it hits the board, it is very very likely to do 6-8 damage to an opponent, but it could no longer swing for 16 and combo with Alucard/Esmeralda for a t7 OTK.
I mean Neutral Blood is problematically good at the moment
even when it doesn't run Spawn. Decks that go heavier into the earlygame neutral rush and try to win on Phantom Cat or Carabosse chip damage are holding even (maybe better) in head to head with Spawn decks. (Having to drop a 2/1 or turn 5) and then droping something on turn 6 that you want to sit for a turn before evolving and swinging does give an aggro-opponent a pretty good window to try to close things out. And heck, I've been toying with a variant that uses enhanced Bandersnatch to get a pair of {Alucard, Soul Dominator, Gilgamesh, Zeus, Stolen Life stat boost} on the board on turn 8 to swing for the win -- and even that seems to be batting above .500 in the current meta.
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