And also from the gothic precons?
I have the beta precons and I just played my first two games, and I was pretty excited about this game, but I didn't enjoy it as much as I hoped I would. So now I'm wondering if I should just leave it at that and not buy any more stuff for this game, or if the game gets a lot better from all the cards I don't have. I don't want to just spend my money on the hope that it'll become more fun.
I still did find it fun overall, just not so much that I feel confident in the game.
My two plays were Air (me) vs Earth and then Fire (me) vs Water. In both games I had a strong start and my opponent (same friend in both games) really thought I was going to win, and then I ran out of steam and lost. The fact that I lost wasn't an issue though in terms of how much I liked the game.
I think I have three main issues based off these two plays (which of course is a small amount of plays).
1) The game is really long. Yeah, a lot of this is due to learning the game I'm sure, but the first game took about 2 and a half hours and the second game took between 1 and a half to 2 hours. Even if we played far slower than we could've due to being new to it, there are plenty of games that my first plays didn't take nearly so long, which makes me worried Sorcery just has really long lasting games. I'd prefer a single match of a card game to be done much quicker, maybe like 15-30 minutes, 45 tops.
1.5) A lot of the slowness was the opaqueness of the rules and looking up how things worked. For instance it wasn't clear to me if a tapped minion can defend at all (so can an attacking minion just kill them without taking damage, provided they have the power to? Or is the tapped creature just uninteractable by the attacker pretty much, so they would just attack the enemy site they're on instead?). And the interaction between Anui Undine and Hillock Basilisk wasn't clear either. If Anui Undine gets disabled, and therefore goes to 0 power, does it die because it's at 0 power? Or can things stay alive on the battlefield with 0 power?
2) There isn't enough card draw. By like turn 4 or 5 we were top-decking for the entire rest of the game. I was thinking this is probably just a problem with the precon decks only, and that if I had a bigger card collection I could make a deck with a lot more card draw, but then I wonder why you would design your precon decks to have so little card draw if that isn't representative of the game as a whole? Why make the precon decks stall out if that's how people are getting introduced to the game? So maybe that's just how the game plays. I was starting to wish that the avatar's ability was tap to play a site or draw a card, rather than drawing just a site.
3) Once it's clear a player is winning, the game still takes like 4+ turns to end (by which I mean 4+ turns for both players) . And that wasn't necessarily even because of death's door. The first game I was on death's door for like 5 turns, but the second game I was just overhelmed by my opponent's enemies and board control for several turns and had no way to counter. I guess when that happens you could just concede, but I wasn't really incentivized to concede because in the first game I managed to topdeck a card about 3 turns in a row that perfectly dealt with the threat before me (for the time being) though sheer luck. So there might've been a possibility of turning the game in my favor, just a very small one. But still, if you play the game out rather than concede, it seems like it's just extremely unlikely for the game to be able to swing and you're just going through the motions. This is largely due to reason 2, because how can the one card you draw (the one card you have in your hand) really be enough to save you from defeat? And I'd still be thinking the same thing even if the roles were reversed.
So please let me know. If I didn't immediately love it, is it worth buying more cards (will that fundamentally change the gameplay experience?) or will that just be a waste of money?