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Its biggest flaw is that its a little TOO close to the base game - even Defect and Watcher both feel like more distinct ideas than this, which is pretty much a spin on Silent (Poison + turtling + a couple big damage-dealers). But in a world where most 90% of mods are 'a lot worse than the base game," it's refreshing to play a mod that understands complexity and intuitiveness so well. Easily in my top 10 mods out of 50+ tried, maybe even near my top 5
The seed mechanics make it too easy to turn any given run into crazy random card nonsense. The equivalent of taking Dead Branch in card form.
There are cards that make it too easy to do mega poison/damage. There are also cards that become impractical the more they upgrade (Lotus). It feels like a lot of the Powers make everything combo together too well.
TL;DR: Great mod with great designs, perhaps in need of a balance pass :)
If you don't play it, you'll end up with a card that you want to play less and less taking up space in your hand, which encourages taking cards that reset the growth of Flowers
Are you considering any changes to Morning Glory or are you pretty happy with it right now?
It's a clever card but I often wish it would exhaust when it hits 0 damage because paying the energy cost just to get it out of my hand hurts, then other times when I find myself rolling in energy I can do quite a lot of damage with them.
Pros :
- new tactic where you have to prepare your turns very early
Cons :
- Can't wait to see a change with the card art , i missclicked so many times on flowers i didn't want
- Need to be added a "Retain" specificity for the flowers
- Text on the cards a bit too long and bulky, try making them simpler