![]() ![]() And, of course, a Blurse-happy team will tend towards plenty of Tempt Fate as well. ![]() There are a few cards that have powerful enough effects to warrant adding the odd curse or two into the deck - Faustian Bargain, Deep Knowledge, Stirring Up Trouble, Promise of Power, RĂastrad, Spirit of Humanity, and Justify the Means are all powerful cards that can be used to add a handful of curses. Getting into the bag is probably the easy part. However, if your entire team is playing into Blurse cards, there are enough powerful effects that can be timed such that you can take advantage of the benefits, and avoid the worse of the aftermath. It will also be of limited use if you don't have a way to mitigate the aftermath, where things shift back to curses. It's still a finicky form of generation, and will only work when you have a reasonable amount of both generation and synergy, so it's unlikely to see much use if you're only going one way or the other. Now that more time has passed, more games have been played, and the wider set of Blurse cards is up for consideration, I believe Tides of Fate has a slightly wider place in decks than first anticipated. ![]()
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