I've played seven or eight games so far. I used two parties, both had a dwarf warrior, wizard and priest, respectively. I played the first party for two games, and all three characters were focused on their respective transformations; in the second I tried to test a few specific cards for each class. I'll update this post sometime soon with the exact decks. Spoiler: Second party Dalin Level 2 Dwarf Warrior Snitrick's Last Stand Captain Cedric's Vow Howling Pain Snarlcub Hide Shield Of Affliction Chapeau Of The Afflicted Artist Crazy Sal's Creepers Raging Resilience Focused Dervish 1 x Traveling Curse 2 x Wounded Block 3 x Wind Dancer 4 x Howl 1 x Pulverizing Hack 3 x Toughened Hide Strips 3 x Prowl 2 x Blind Rage 2 x Antimagic Skin 1 x Shifting Block 1 x Monstrous Hide 1 x Penetrating Lunge 2 x Dodge 4 x Vengeance 1 x Parry 3 x Nimble Strike 1 x Weak Strike 1 x Able Bludgeon Darur Level 2 Dwarf Wizard Caustic Pain Belching Specterstaff Vial Of Ectoplasm Vial Of Disasters Sludge Pendant Phasing Pendant Vasyl's Ectoplasmic Raiments Galvanized Zombie Boots Apprentice Resilience Focused Corrosion 2 x Hardy Mail 1 x Telekinesis 1 x Antimagic Skin 3 x Boo! 3 x Creature Of The Night 1 x Spark 1 x Acid Jet 2 x Acid Spray 1 x Lunging Bash 3 x Acid Leak 1 x Force Cone 6 x Acid Blast 1 x Trip 2 x Medium's Garb 2 x Deadly Spark 4 x Hex Of Dissolution 1 x Teleport Self 1 x Able Bludgeon Baran Level 1 Dwarf Priest Flail Of Fury Vampire Knight's Embrace Vampire Knight's Plate Captain Teadora's Resolve First Responder's Moccasins Count Yurik's Teeth Countess Jovana's Talisman Shock Therapy Kit Unyielding Resilience Advanced Corruption 2 x Subtle Parry 1 x Mass Frenzy 1 x Immovable 1 x Unholy Frenzy 1 x Antimagic Skin 2 x Blight 1 x Swarm Of Bats 1 x Brutal Charge 2 x Spear Of Darkness 1 x Unholy Wellspring 1 x Spark Of Undeath 7 x Vampire's Kiss 1 x Arrogant Armor 1 x Shifting Block 1 x Help The Weak 1 x Inquisitor's Badge 1 x Blind Rage 2 x Sapping Spear 1 x Inquisitor's Strike 2 x Invigorating Touch 1 x Strong Bludgeon 1 x Avenging Touch 2 x Quick Run 1 x Able Bludgeon My first party was very similar, except I used the focused transformation skills instead of the ones here. Lycanthropic Form: To be honest, it almost feels a little underpowered to me, at least compared to the other two. They get a good amount of penetrating attacks and Sundering Strike, which is all good, but I found that armour is practically nonexistent in most games I played (for a reason I'll detail later, but I'm sure you all know anyway). Mighty Charge is good, but considering that your werewolf is going to be in melee most of the time, it's hard to get much use out of it. Ethereal Form: Dangerous. It turns out that immunity to non-targeted damage affects many more cards than I'd initially thought. They get a number of cards that seem immensely powerful for their value and to which it's incredibly hard to answer - Boo!, Mind Muddle and Unholy Curse, to just name a few. They have Travelling Curses, from which they'll take no damage due to Ethereal Form, either. They make up for all this by having a few lacklustre cards, such as Beam of Hate, but they are generally hard to deal with. Vampiric Form: Their decks seem to be the most consistent. They rarely seem to get useless cards. Flight Aura might not be what you want in a few situations, but even then it can be handy. For the most part, however, I got the feeling that when you have characters in vampiric form, you hope to either get Vampire's Kiss or Swarm of Bats, or both if possible. And the game itself will be very different depending on whether you get those or not. In other battles I find that the game is eventually decided by a huge vampiric brawl, and generally the side that first succeeds in not giving its opponent Vampire's Kiss or Swarm of Bats through their very own Vampire's Kisses tend to come out winning. Vampire's Kiss: About half the games I played included at least two vampires on my opponent's side. Vampire's Kiss feels the most overpowered card to me so far, and by a wide margin. Removing all cards, armour included, is a powerful effect that allows vampires to easily overcome one of the two things that used to be their only weaknesses. And I'm not even talking about healing for twice the amount of damage dealt yet. Ordinarily that's twelve points of healing, nearly half the health of a human priest, and then we haven't even had frenzies yet. I've seen vampires heal nearly to full health from a single attack. The idea's good, but the balance seems really off to me, and then there's the issue of just how many it's possible to put into a deck. Boo!: Closest contender to Vampire's Kiss, I believe. It also seems to be one of its few counters, and of vampires in general. I don't think I met a single Purge in my games (it seems that I was wrong about that), which made Boo! a frighteningly potent card in most of my matches. Putting it on buffed characters is especially evil, forcing your opponent to choose between discarding all those attacks or all the buffs they spent so much time applying. It's also good at self-preservation. All in all, I feel it might be too powerful overall, and it's very cheap at silver. Swarm of Bats: Skip taken up to eleven. Probably too good even for gold quality. For the increased cost you got a removed die roll, and you can take four steps and teleport. That's huge. It allows the vampires to hunt down fleeing near-dead characters, which suits them, I suppose, or to avoid an attack. Why I'm mentioning it, however, is the final phase of battles. When you're in that phase, attacking a vampire tends towards suicidal. Because if you do, you're essentially giving them a cantrip move with four steps and teleport, which they're going to use to conveniently position themselves behind your weakest character, not bothering with blocks, and winning the game. Vampires, of course, will almost invariably be the ones surviving into that phase, and this makes them unreasonably hard to deal with. Vengeance: I'm unsure. The damage is slightly lacking, but the effect of the card is incredible. It's Sparkling Cloth Armour, sure, at least at first glance. But it's much more than that. It's attack/boost, which might not seem to make much of a difference at first, except for two things. One is that it's effective against acid wizards, as it's attack/boost. I've had a single Vengeance in hand once and traversed nearly the entire battlefield at just the start of a single round, skipping from acid tile to another. I assume it's intended to work that way, that is, as a counter to acid wizards. Another important thing to note is that players can get many of them scarily effectively (either on weapons that barely cost any tokens or on ones that are costly but come with a powerful array of cards), which, together with the fact that their effects stack, may cause balance issues. Acid Leak and Hex of Dissolution: I might be playing it completely wrong (also, my wizard had a few copies of Boo! in his deck as well), but acid wizardry seems fairly balanced to me. Hex of Dissolution rarely seems to deal more damage than 7-8, which doesn't feel too much considering how much work it takes to set that up. It's also not problematic in terms of availability, as a few other powerful cards are, considering I've only seen it on a few staves (three at most) and on arcane skills, but using those skills would heavily compromise the damage bonus from Acid Leak, so it seems counterproductive. The only thing I'm a little worried about, regarding acid wizards, is that their ability to flood the battlefield with acid tiles is yet another blow to armour, which is already hit really hard by other things. Edit here: I'll probably take this back now; only posting my deck made me realise I had fewer acid cards in the deck than I thought I did. I felt I drew them pretty often. I'm going to try to put more of those in my deck and see how it works. Wind Dancer: I love the concept. Please don't get me wrong, I really do. But to be entirely honest, I'm almost convinced that it's fairly useless, especially at silver. After I was done with lycanthropy, my warrior did plenty of dancing with the wind. He spent rounds with three and occasionally even four Unreliable Blocks in hand, and he invariably ended up discarding them. In lower quantities they just won't trigger except if you're really lucky, and by the time you get to the point where their chance to stop an attack grows... well, not high, but at least reasonable, your opponent is likely to have few attacks left and even more likely to keep those in hand, ending the round and watching you discarding all those blocks. Again, I might be doing this wrong, but there seems to be little reason to use it. One interesting combination could be a movement-heavy warrior stocking up on Unreliable Blocks and then getting bitten by a friendly Vampire's Kiss; I'm not really sure. I'll probably play around with that later. Blight: Hard to use effectively. I tried to mess around with it; the main problem is that it doesn't seem to have much of a place in a deck right now. It fits on a priest who wants to be close to as many enemies as possible but also no allies, and those priests will usually want Talented Healer or Vampiric Form instead. Trying to pair it with Sacred Shroud should be interesting, speaking of which... Sacred Shroud: I'm not complaining, Holy Armour needed some love. So far I've only played against it, so it's harder to tell if it was effective on its own or because it was on vampires; nevertheless, it augments their already extreme survivability. On the other hand, most of the time it doesn't stay too long in the game, because... you know... vampires. Walpurgis Night: Very chaotic. I've only been playing against it, and if brought in sufficient quantities, it really messes up everything on the battlefield. All characters end up with a random assortment of cards from all forms, varying even on a single character. It leads to some really broken combinations like Vampire's Kiss from vampiric form combined with All-out Attack from lycanthropic form; it even happens that you're lucky enough to have a Swarm of Bats and if an opponent attacks you, you get to teleport behind an enemy for the kiss. As a sidenote, it's more than likely that I'm going to return to edit this post later, both because I have the decks to add and I'm sure I've forgotten a few cards I'll only remember after I click the Create Thread button. I can also provide the list of my opponents and the approximate decks they used, if it's any help.