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"I LOVE the Act 1 decisions, then get a little bored in Act 2 & 3. Scaling my stats is incredibly satisfying, but scaling my deck doesn't feel especially good - most of the cards seem very well-balanced, but it could use a little bit more structure in terms of including build-around cards for certain archetypes"
Unfortunately I still agree with this. It needs more build-around cards to encourage you to try things like Ammo. As Ammo stands, I need to play two separate cards to trigger immensely weak effects like "deal 3 damage to all enemies." That is weaker than a base-game 0 cost card, and I need to play two cards to trigger it!
I think making Ammo cards trigger at end of turn automatically might help with this? Or else give them some kind of large buff. I still think the central idea of this mod is brilliant, but I usually end up skipping most card choices, which feels a little disappointing