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报告翻译问题
Please remove one Strike and one Defend from your starting deck
Hush needs to add an Auto-Play keyword, so runners understand it
Turn one tends to suck. Does this deck have an innate block card?
-a little too incentivized to keep decks small because of the RNG of when you finally draw your generated dreams. Maybe put Dreams on the bottom of your draw pile? Or add them to your hand automatically after X turns, kind of like Miracle?
-the random cards staying in your deck doesn't feel very flavorful. Maybe change Dreams to a 'choose 4' type effect, where you get to choose 4 options from among a bunch of options like "deal 10 to all enemies', 'apply 14 poison randomly', "gain 10 block per enemy in combat" kind of thing. it would retain enuogh agency/to feel fresh, but not quite as much, and would be more consistent. you could also vary the amount of RNG by upping/lowering the amount of options.
-Nightmares are a little boring, maybe have them do something a little better so the tradeoff of "do i play this or keep it in my hand until i draw my nightmare cards" is more of a hard choice?
Pros:
-the resource payoff for Dream is fun
- the RNG keeps it fresh.
-The way Nightmares work (retain, so they have a downside, but also stick around until you can draw your "Do stuff based on Nightmares in your hand" cards) feels balanced
Lucidity was my random rare card from Neow, so I built around it, and I got a few relics and some cards that lean into the dream archetype on top of that, so as long as I survived the first three turns I could go sicko mode on the enemies. The RNG really aligned for me. I had the Happy Flower relic and Light Sleeper, so occasionally I got to cast dream, dump out the cards, and dream again! Between strength-gaining and strength payoff effects from red cards and getting strength from the Broken Timepiece relic, I even managed to beat Time Eater, to my surprise.