by sigmazero13
Tretiak wrote:
You still get to choose who's ability to activate. I'm not convinced that it will change the game much except make the battles last longer.
I think it has a bigger impact that it seems. Necromancers would be able to be much nastier, for instance, as you could save all your circle cards for them. Units like Elven Archers which allow you to target specific units would be even nastier, because now you can often guarantee a hit to that big bad unit you want, killing it automatically.
Would it break the game? No, probably not. But it would make battles a lot different, because instead of 20%/40% chances of orbs, when you have enough units you will almost ALWAYS be able to fire that critical orb when you need it to, since you get to choose where to use the orb instead of having it determined randomly.
How do you deal with units who die/rout mid-battle, before they have gotten their turn? How do you deal with units who are added mid-battle? Units who let you draw extra cards with their orb (like Beastmen)?
From a meta-perspective, all this will lead to longer battle times, as you say, because players are going to be spending a LOT more time trying to min/max their cards, and in, say, a 8 vs 12 unit battle, that isn't going to necessarily be trivial, especially when Waiqar is involved.