R1
Tundra: Acclimatized +2 → +1
At equal base strength, +2 turns a battle into 72.2% wins with a
27.8% kill rate (3.3× the baseline)
and a flat 0% chance of being destroyed. Worse, it stacks on the roster’s
second-largest strength budget (43, mean
4.3): a Tundra native on home ice fights at an effective
6.3 against a world average of
3.46, roughly a +3 differential, or
83.3% wins and 41.7% kills before spells are considered.
The biome’s strongest native (Okami, strength 5) defends home ice at an effective 7:
a typical strength-4 attacker wins 8.3% of the time and is
destroyed 41.7% of the time, while the holder cannot be
destroyed at all.
At +1 the buff stays the best combat deal in the game (58.3% wins,
16.7% kills) without making home ice unwinnable for visitors.
Alternative: keep +2 but pull Tundra’s strength budget down toward the 33–34 median.
R2
Give every class a spell
Only 2 of 35 spells reference a creature class:
Alliance fetches a Dragon and Reanimate returns an Undead. The other
eight classes (Orc, Elite, Elemental, Angel, Demon, Giant, Mermaid, Dwarf) have no spell
support at all, so class identity is expressed almost entirely through strength and
abilities.
Design a class-spell cycle: one targeted spell per class at the flat 1-gold rate raises
class coverage from 2 of 10 to 10 of 10 and gives
the spell deck a second axis of counterplay.
R3
Mind the kill line (margin ≥ 4)
On two d6, a 4-point kill margin means equal creatures destroy each other only
8.3% of the time; 33.3% of battles end in a
retreat. The game is positional by design: creatures die to buffs and focus-fire, not to fair fights.
If that grind is the intent, keep it; it is elegant. If you want bloodier battles,
margin ≥ 3 doubles the parity kill rate to 16.7%. Do not do both this and keep Tundra at +2.
R4
Reprice the harvest outliers, not the Desert crossing
A first draft of this section flagged the Desert’s ±1 gold crossing effect as an
exploit. It is not: every crossing costs 1 of the turn’s 3 actions, so pacing in and out
yields 1 gold per action, strictly worse than harvesting even an average tile
(2.61) and far behind the best tiles (4 gold anywhere,
6 on a Mountain-buffed 4-tile). The genuine outliers are tile-based: Desert’s 2–5
spread (mean 3.5, +40%) and
Mountain’s Resourceful, which lifts its tiles to an effective 3–6
(mean 4.5, +80%).
Leave the crossing trigger as printed. Trim Resourceful to +1, or drop Desert’s
5-tile to 4, to bring peak harvests back toward the 2.5 mean.
R5
Balance Ocean in one currency
Lucky pays gold (EV +0.67 per entry); Unlucky taxes
cards (1-in-6 chance to discard two). Buff and debuff live in different economies, so the
matchup is impossible to price and feels swingy rather than risky.
Mirror the currencies: either both gold (e.g. Unlucky: on a 1, lose 2 gold) or both cards.
The current EV asymmetry also makes Ocean the only biome whose debuff can be wholly avoided
by simply having no cards, a perverse incentive to empty your hand.
R6
Formalise the summoning-cost formula
The north star card implies cost = strength + ability gold cost
(Ice Elemental: 4 + 2 = 6). Two inconsistencies follow. First, the data assigns Ice
Elemental AOE (cost 3), which would price the card at 7 rather than 6; the
unlisted Freeze belongs in Abilities_tbl at 2 gold. Second, selling
a creature returns its strength, so under the formula a sale refunds the body and writes
off the ability (mean write-off 3.3 gold).
Smaller gaps remain: AbilityID 23 is missing, and spell cost is flat-1 in the rules but
per-spell in the renders.
Add a Cost column to Creatures_tbl computed as strength +
ability cost (mean 6.75 gold, range
2–12), add Freeze at 2 gold, and decide
whether selling refunds strength or full cost. Then re-run this page.
R7
Reprice the 1-gold abilities
Ability costs run 1 to 6 gold (mean 3.3), but the
1-gold tier punches far above its price: Poison makes a creature undestroyable
when initiating an attack, and Invisibility makes it unattackable in its native
biome. Under the cost formula (R6) these add a single gold to a summon. Three creatures
carry Poison (Zirax, Mordecai, Swamp Elemental).
Move Poison and Invisibility to the 3-gold tier alongside Stun and AOE, or scope them
down (for example, Poison protects against destruction but not repulsion).
R8
Guarantee an opening line
Summoning requires a creature card and a matching land card, yet the opening hand holds
only two cards from a deck that is 50.7% land:
23.9% of players open with no land at all and cannot
summon on turn one. They spend their first actions drawing while opponents develop.
Deal each player one land card before the opening draw, or allow a landless hand to be
mulliganed.