by Santiago
RedReVenge wrote:
4. Visions of a Fiery Doom
1 energy for a push 1 at range 0 is painful when combined with the poor element spread of the card. At least with Delusions of Danger (a minor with a similar effect), you get range 1 and you get 3 elements (air being HUGE for paying for rising interest and SUN being massive for paying for Missionaries).
How to fix the card? I would make the card range 1, but it probably would be still too weak.
1 energy for a push 1 at range 0 is painful when combined with the poor element spread of the card. At least with Delusions of Danger (a minor with a similar effect), you get range 1 and you get 3 elements (air being HUGE for paying for rising interest and SUN being massive for paying for Missionaries).
How to fix the card? I would make the card range 1, but it probably would be still too weak.
I don't think you're giving this one enough credit. Being able to push a town instead of an explorer AND take 2 Fear is a big difference over Delusions of Danger, and I certainly pick Visions far more often than Delusions. You need to be able to reliably threshold it for it to be reasonable, but for a Fire-heavy spirit, Visions is a perfectly serviceable middle-of-the-road card. Fire spirits in general tend to be in-your-face (Wildfire, Shadows), so the zero-range is less of an issue for the strategy it slots into.










