Disclaimer: This is my first attempt at playtesting ever. Please do note that my main interest in Cardhuntria rest in the campaign, I seldom play pvp or leagues. Feedback from a casual player I'll say. I bought some Mitternacht chests and made a somehow balanced 1-1-1 deck, just to get a feel of the new items/cards and have some fun, without getting too many legendaries. The idea was to use Walpurgis Night to screw enemy buffs, meanwhile trying not to die. My next build will be more focused. Deck: Spoiler Lorrik Level 18 Human Warrior Talissa's Trident Blazing Torchsword Howling Pain Inquisitor's Coat Captain Teadora's Resolve Chapeau Of The Afflicted Artist Captain's Gumshoes Veteran Positioning Precise Dervish 1 x Inquisitor's Badge 1 x Sparkling Cloth Armor 1 x Wind Dancer 1 x Penetrating Lunge 1 x Combustible 2 x Vengeance 2 x Flaring Torch 1 x Team Walk 2 x Subtle Parry 2 x Inspiring Armor 1 x Vanguard 3 x Nimble Strike 4 x Howl 1 x Bloodied Block 1 x Toughened Hide Strips 1 x Dodge 2 x Fiery Stab 1 x Team Shift 1 x Lunging Thrust 3 x Vicious Thrust 1 x Lunging Hack 1 x Shifting Block 1 x Investigate 1 x Penetrating Stab Baldy Level 18 Human Priest Blazing Flail Blazing Flail Sanctified Shroud Nightmetal Shield Cursed Gumshoes St. Hedvig's Black Bundle Outcast's Relic St. Hedvig's Black Bundle Alpha Positioning Beginner Corruption 1 x Unholy Wellspring 4 x Heal 2 x Inquisitor's Strike 1 x Bad Luck 1 x Investigate 4 x Flaring Torch 1 x Curse Of Fragility 2 x Unholy Energy 2 x Sacred Shroud 1 x Vanguard 1 x Demonic Revenge 2 x Chop 1 x Blight 1 x Lunging Bash 2 x Creature Of The Night 1 x Destructive Purge 1 x Leadership 1 x Lifesaving Block 1 x Howl 1 x Shifting Block 1 x Sprint 4 x Walpurgis Night Fir Level 18 Human Wizard True Silver Silver Justice Wym's Spiteful Bucket Phasing Pendant Bewildering Triangle Wand Of The Lost Woods Prillith's Frock Of Spite Cautious Sentry Boots Savant Positioning Bump In The Night 1 x Inquisitor's Badge 1 x Acid Spray 1 x Maze 1 x Ethereal Form 1 x Lava Pool 1 x Path Of Knives 1 x Teleport Self 1 x Medium's Garb 5 x Inquisition Bolt 3 x Ancient Grudge 1 x Jump Back 1 x Telekinesis 5 x Silver Bolt 2 x Forward Thinking 1 x Punishing Bolt 2 x Boo! 2 x Creature Of The Night 1 x Vanguard 2 x Whirlwind 1 x Cloth Armor 1 x Force Bolt 1 x Force Cone 1: vs Khyle345 Spoiler Two elven vampire priests and a dwarf warrior. I lost 6 to 5 after a long struggle on the victory squares, when my Walpurgis Night gifted him an overcharged Ancient Grudge. I would have probably lost anyway, due to the extreme survivability of vampires packing Vampire's Kiss, Sacred Shroud and the good old Talented Healer. The puny Inquisitor's Badge saved me from Vengeance early on. 2: vs Khyle345 Spoiler Two human priests and an elf warrior. While I managed to kill the elf, Daylight and Monstrous Hide made it quite hard. My warrior lived on, but my worn down Priest and Wizard were hunted down and killed, with a little help from Vanguard. 3: vs stupid531 Spoiler Two elven wizards and a dwarf warrior. Highlight of the match was diverting his Mighty Charge with Mind Muddle and then hitting back with my Mighty Charge. Awesome. Near end game Pathfinding skyrocketed his discard pile to 20+, all was ready for a lethal Ancient Grudge... Luckily he didn't draw it in time. First and only win. 4: vs adajon42 Spoiler Dwarf priest, elf warrior, human wizard. A 1-1-1 like mine, but built way better. My warrior (or priest?) was evaporated by combining Vampire's Kiss with Inquisition Bolt. Adding Talented Healer would make it quite the punishing move. 5: vs Fanturluche Spoiler Two dwarven priests and a human wizard. Blind Rage on my characters followed by Accelerate Time. Never saw it coming. Mystical Wyrmhide looks really nice now. Random thoughts: Vampire's Kiss does too many things. Good damage, heal you like no single card does, discards armor, movement, failed blocks (yeah, your entire hand). More importantly it screw up your plans for the character for at least one turn, while also making it extremely vulnerable to Inquisition Bolt. No othere card can do this much. Well, no combination of cards can do this. It may be fine (?) if this was a "rare" card, but right now you can equip up to 14 copies (though doing so requires 3 legendaries and 3 epics). Ethereal Form makes you immune to too many things. Other forms really can't compare. Sacred Shroud is a nice concept , but might be too powerful. Looking at the numbers it may be the best armor in the game for damage prevention, no other silver armor can compare. I'm not sure priests need another tool to enhance their already high survival skills. Ancient Grudge probably needs a damage cap or some kind of tweak. I saw it ready to deal 27 damage by round 6, and I'm sure it could be set up earlier. Medium's Garb is really good, maybe too good. Adding a roll 2/3+ for the create spirit card effect might help.
Here we are with 5 more games. Let's try the recommended (and amazing!) @Maniafig's format. Next time I'll put maps too. Matches played as of this post: 10 Test server username: Rohndil Real server username: Rohndil Deck: Spoiler: Stepping Wolves Iris Level 18 Elf Warrior Talissa's Trident Ravager's Cudgel Howling Pain Snarlcub Hide Quinn's Buckler Chapeau Of The Afflicted Artist Juniper's Boots Cautious Mobility Howling Lycanthropy 2 x Elven Maneuvers 1 x Monstrous Hide 2 x Unnerving Strike 2 x Lycanthropic Form 2 x Flanking Move 1 x Subtle Parry 1 x Penetrating Lunge 2 x Vengeance 1 x Scouting Run 1 x Able Bash 3 x Toughened Hide Strips 3 x Dodge 3 x Nimble Strike 7 x Howl 1 x Brutal Charge 4 x Vicious ThrustViolet Level 18 Elf Warrior Talissa's Trident Ravager's Cudgel Howling Pain Snarlcub Hide Quinn's Buckler Chapeau Of The Afflicted Artist Juniper's Boots Cautious Mobility Howling Lycanthropy 2 x Elven Maneuvers 1 x Monstrous Hide 2 x Unnerving Strike 2 x Lycanthropic Form 2 x Flanking Move 1 x Subtle Parry 1 x Penetrating Lunge 2 x Vengeance 1 x Scouting Run 1 x Able Bash 3 x Toughened Hide Strips 3 x Dodge 3 x Nimble Strike 7 x Howl 1 x Brutal Charge 4 x Vicious ThrustLily Level 18 Elf Warrior Talissa's Trident Ravager's Cudgel Howling Pain Snarlcub Hide Quinn's Buckler Chapeau Of The Afflicted Artist Juniper's Boots Cautious Mobility Howling Lycanthropy 2 x Elven Maneuvers 1 x Monstrous Hide 2 x Unnerving Strike 2 x Lycanthropic Form 2 x Flanking Move 1 x Subtle Parry 1 x Penetrating Lunge 2 x Vengeance 1 x Scouting Run 1 x Able Bash 3 x Toughened Hide Strips 3 x Dodge 3 x Nimble Strike 7 x Howl 1 x Brutal Charge 4 x Vicious Thrust A Mitternacht take on the classic maneuvering elf warrior (6 new items out of 9). I could have mixed it up more, but loving symmetry I ended with 3 identical characters. The key card is Howl, with 7 copies. This means quite the extra hit points (potentially 20 counting Toughned Hide Strips) and a lot of randomness, going from a nice Mighty Charge to a great All Out Attack or a puny Lunging Bite. The usual step attacks, and as a bold move Dodge instead of Parry. 6: vs chickenbao Spoiler: 2 Inspiring Presence Human Priests and a Human Warrior, Vanguard - Vanguard was the game changer here. It made sure Cause Fumble and Defender's Block were always ready to trigger, prevented me from surrounding characters, even negated me the benefits of Inspiring Presence by moving out of range! This card has amazing potential. - Mighty Charge is one of the best gift of Lycanthropic Form, but you really need cantrip moves if you want to do more than 6-9 damage. On really open maps this may be worth to build around. - Lost 6 to 4, failing to retake VP advantage in a 2 vs 2 situation. 7: vs tmzerozero Spoiler: 2 Vampire's Kiss Human Priests and a Human Control Wizard - I killed the wizard without many troubles but wasted too much time, while doing so the two priests entrenched 2 VP out of 4. Lost 6 to 2. - Vampire's Kiss and some blocks proved to be too much of an hurdle for my somehow frail wolves. - Howl shone, creating two All Out Attacks in my hand, de facto giving me a chance to win. Too bad my 32 Unnerving Strike got blocked. Though to be fair I had a couple of lucky dodges. 8: vs Khyle345 Spoiler: 2 Elven Lycanthropes and a Vampire Elf - Howl rampage! 4 or 5 consecutive turns spent howling for cards. - Somehow like an improved version of my build, the vampire is just incredibly hard to kill without a dedicated setup. Though I defeated it, doing so cost me a warrior and a half... and probably the match. Lost 6 to 2. - My opponent was way better than me at setting up Mighty Charges. 9: vs Fanturluche Spoiler: 3 Human Vanguard Warriors - Monstrous Hide, Barge, bashes and high damage attacks. Tough. - The VP were distant from each other, despite Vanguard I had better mobility and got a resign after killing two characters (5 to 3). - The combination of dodges, steps and Vengeance really came through here. - Howl heals! 10: vs Pyrious Spoiler: 2 Human Priests and an Elf Wizard - I was obliterated here. The map was quite open, but my attempts at mighty charging were too obvious. - Once again Howl gifted me 2 All Out Attacks on one character. - First real encounter with Zombie Form. Interesting... Brains! can really turn you into a sitting duck. Thoughts: Howl is amazing, I'm in love. I find it more consistent than Push The Button, it packs extra healing and can provide you with game changing cards. Its ability to "pass" without risking an End Round should't be underestimated. Of course to really enjoy this card you have to fully embrace the RNG. Lycanthropic Form is nice. Its pool of cards is solid enough and extra armor is always welcome. It pales in front of the other two forms, but the problem lies with Vampiric's card pool & Etheral's many immunities, not here. Talissa's Trident is great, Vengeance is greater. Though Legendaries are required for packing multiple copies on warriors maybe the move 2 effect shouldn't stack?
Legendaries aren't required for packing more than one vengeance on a warrior. The aforementioned Talissa's Trident has 2, and it's an epic. I have tested a hardcore vengeance build, and the only thing that makes the card really viable is the stacking. In my playtesting I found that vengeance is only really good against wizards, as it simply cannot handle defender's block or good armor. The only reason it was even viable against Pyrious' acid mages was because when it stacked I could cross 3 or four tiles after taking damage even if one of them was difficult terrain. One of those squares was in fact almost always difficult terrain due to the copious volume of acid that was being sprayed. The hardest counter for vengeance that I fought was definitely Boo!. Giving a player with double vengeance a dash is completely meaningless, as they can already go wherever they want anyway, but Boo! prevented them from being able to attack once they inevitably got close.
Matches played as of this post: 15 Test server username: Rohndil Real server username: Rohndil Deck: Spoiler: Walpurgis Day Baldy Level 18 Human Priest Lance Of Overflowing Light Blinding Blade Untouchable Plate Quinn's Buckler Healthy Sentry Boots St. Elar's Opposite Droplets St. Hedvig's Black Bundle St. Elar's Opposite Droplets Afflicted Guard Trained Cleansing 1 x Toughened Hide Strips 1 x Inquisitor's Badge 1 x Shifting Block 1 x Vengeance 1 x Cleansing Presence 2 x Arrogant Armor 2 x Warding Lance 1 x Healing Dash 5 x Daylight 1 x Purge 1 x Holy Presence 1 x Potent Stab 4 x Walpurgis Night 1 x Holy Armor 1 x Unholy Energy 1 x Invigorating Touch 2 x Dodge 1 x Inspiring Presence 2 x Enervating Touch 2 x Misguided Heal 1 x Subtle Parry 2 x Wounded Block 1 x Impaling Stab Lorrik Level 18 Human Warrior Snitrick's Last Stand Pitchfork Of Shelter Whirling Flail Bern's Untouchable Mail Parrying Buckler Vigilante's Hood Healthy Sentry Boots Advanced Flexibility Sharp Bashing 1 x Toughened Hide Strips 2 x Inquisitor's Badge 1 x Penetrating Lunge 2 x Subtle Parry 2 x Inquisitor's Strike 2 x Leadership 2 x Vengeance 3 x Arrogant Armor 3 x Warding Lance 1 x Lunging Thrust 1 x Healing Dash 1 x Pulverizing Hack 1 x Hardy Mail 4 x Parry 1 x Penetrating Cut 1 x Wounded Block 1 x Impaler 1 x Slowed 1 x Bruiser 1 x Stab 2 x Vicious Thrust 1 x Weak Chop 1 x Powerful Bludgeon Shoal Level 18 Human Priest Lance Of Overflowing Light Blinding Blade Untouchable Plate Quinn's Buckler Healthy Sentry Boots St. Elar's Opposite Droplets St. Hedvig's Black Bundle St. Elar's Opposite Droplets Afflicted Guard Trained Cleansing 1 x Toughened Hide Strips 1 x Inquisitor's Badge 1 x Shifting Block 1 x Vengeance 1 x Cleansing Presence 2 x Arrogant Armor 2 x Warding Lance 1 x Healing Dash 5 x Daylight 1 x Purge 1 x Holy Presence 1 x Potent Stab 4 x Walpurgis Night 1 x Holy Armor 1 x Unholy Energy 1 x Invigorating Touch 2 x Dodge 1 x Inspiring Presence 2 x Enervating Touch 2 x Misguided Heal 1 x Subtle Parry 2 x Wounded Block 1 x Impaling Stab Gameplan: draw Arrogant Armor, Walpurgis Night the enemy, Daylight the enemy, finish the survivors while their Vengeance bounces off your Inquisitor's Badge. Jokes aside, the deck is about making Daylight works. As not everyone is kind enough to bring forms to the fight, Walpurgis Night seems necessary to make Daylight do damage consistently, with the nice side effect of screwing with the enemy draws. Hopefully Arrogant Armor will keep you safe from annoying things like Fright and of course the RNG. Using Walpurgis Night to get yourself forms is also a viable (and often inevitable) option. The warrior is here to provide some blocks, damage and leadership. Lack of armor removal is a problem, bringing Sundering Strike or a wizard with control and armor removal could have helped. 11: vs tmzerozero - Cyberspace Arena Spoiler: 2 Dwarven Warriors and a Human Wizard - Lost 6 to 0, conceding VPs while waiting for the perfect combo was an obvious mistake. - First "surprise": Ethereal Form negates Daylight's damage. 12: vs Khyle345 - Cyberspace Temple Spoiler: 3 Vengeful Elven Warriors - Everything clicked, almost as described in the deck's gameplan. Won 6 to 2. - Inquisitor's badge is invaluable. A paper card found on somehow decent tokenless items that can prevent tons of damage? While it may not always come into play I'd always bring a copy with me, as you never now when Silver will hit. Even blocking a single Vengeance before getting boiled or sundered will be enough to repay your pick. - Second "surprise": Lycanthropic Form + any armor will greatly diminish Daylight's damage. - My single Purge came at the right time to destroy Prowl, Elven Maneuvers and another boost. With all these forms and traits flying around equipping something like Spellstripper Relic might be a good idea. 13: vs Testlum - Haunted Cabin Spoiler: Dwarf Wizard, Human Priest & Elf Warrior with mostly "old" items - Lost 6 to 5. Got a little careless with my warrior, good old penetrating stabs still hurt. - Again, giving up VPs while waiting for cards was a mistake. - Third "surprise": Vampiric Form will heal 3 each round, so you better pile up Daylights if you want to deal significant damage. - Random Trivia: Slowed triggers Mind Muddle. Funny. - Hex Of Dissolution is nice even without acid terrain. 14: vs Force.ofWill - Cyberspace City Spoiler: 3 Dwarven Vampires - Won 6 to 5 thanks to Doom and a bit of luck. - Daylight will heal you a lot. - Walpurgis Night random forms saved me from being drained to death. - I state my point about Vampire's Kiss. Some kind of nerf is in order. - You can push away Doom while wearing Arrogant Armor if it's your oldest attached card. 15: vs Khyle345 - Cyberspace City Spoiler: 2 Dwarven Warriors and an Elf Priest - Lost 6 to 0. Walpurgis Night totally backfired, helping my opponent with a couple of nice cards instead of somehow hindering him. - Lack of armor removal proved fatal here, I couldn't scratch the heavily armored Dwarves. Afterthoughts: Daylight is a really interesting card. It's going to get unblockable, which is of course nice, but more tweaking may be in order. It's hard to use to your complete advantage, feels like an emergy healing/damaging cards which may be nice to have if the enemy transFORMs, not something to build around; this is probably intentional and I'm fine with it. Walpurgis Night or Spark of Undeath are required if you want to force forms on your enemies and get the max out of it (heal for you, death for them). Range 5 is great, if set up properly feels like a friendly Firestorm. Daylight is supposed to be a counter to forms, so let's see. Lycanthropic Form gets 2 less damage, Vampiric Form will heal 3 the next turn. It's fine, you may want to buff and pack some armor removal. The real problem is Ethereal Form, which is totally immune. This makes no sense and should be addressed, as it makes an highly situational card even more situational. Walpurgis Night is another interesting card. I have mixed feelings about this, as sometimes it feels like "hey, now we will play with other characters, screw you and your build!". While there are plenty of counters and your hand won't get discarded, the ability to equip up to 10 copies (5 legendaries required) might be an issue, though not a serious one like Vampire's Kiss. Love for the RNG is required to play it without raging. Inquisitor's Badge. Incredible value for a paper card. Keep it secret and keep it safe, because Vengeance is coming.
You're right, my bad. You can easily pack 5 copies with epics and up to 8 with legendaries. As Talissa's Trident looks the way to go it's not really an issue. I still haven't faced the new Acid Wizards, but given how easy is to hold Vengeance in your hand in comparison to other movement enhancing cards I still have my doubts about stacking the move 2 effect. We'll see, there's an easy paper counter for silver and saving two Vengeance in your hand means probably leaving your warrior without much needed armor or block cards... but movement rules Cardhuntria. Mmmh, tough decision. Whatever, not the most pressing issue of Castle Mitternacht (that's Vampire's Kiss if anyone is wondering).
In terms of passive bonuses, ethereal form is definitely the best, with charge immunity, bust immunity, burning and poison immunity and so many other things. On the other hand, I really hate the ethereal form card because spirit cards suck. Getting them as a bonus from medium's robes can be handy, but a straight Spirit packs almost literally no damage. Cards drawn in spirit form don't count towards your discard pile, making Ancient grudge really lame, and spirits have no acid of their own to back up their hex. Although it depends on the situation, using spirit form you can really shoot yourself in the ectoplasmic appendage, and I don't consider it the best of the forms.
I'm not sure. While it's true that the Ethereal Form's card pool doesn't bring you much in terms of damage it offers a lot in terms of "utility". Mind Muddle & Boo are really powerful control cards, Hex Of Dissolution is fine even without spraying acid around, Unholy Curse and Curse Of Fragility will improve any attacks you have left and more importantly your allies firepower. Doom is tricky, it can win you a game (actually happened to me) or possibly force a purgeless enemy to go out of his way to remove it. It's not exciting like an All Out Attack or a Swarm Of Bats, but it's not a bad card per se. Ancient Grudge depends on when you draw it and how earlier you enter the form, Beam Of Hate is nothing to write home about and good old Memory Loss is good old Memory Loss. Fly will keep you out of harm's way. Seems an ok move set to me, though less focused then the other two. We agree that Ethereal Form is not the way to go if you want a straight damage wizard but only Walpurgis Night can force you into it, and if you really want access to the card pool there's Medium's Garb. If this proves to be an issue an easy solution could be switching out Doom for some raw damage.
Matches played as of this post: 20 Test server username: Rohndil Real server username: Rohndil Deck: Spoiler: 1-1-1 with Forms Fir Level 18 Human Wizard Caustic Pain Belching Specterstaff Wand Of Caustic Winds Wand Of Caustic Winds Wand Of Caustic Winds Rust Creature Gland Vasyl's Ectoplasmic Raiments Healthy Sentry Boots Subtle Positioning Focused Ethereality 1 x Healing Dash 1 x Melt Armor 1 x Inquisitor's Badge 1 x Force Cone 1 x Toughened Hide Strips 2 x Vanguard 2 x Medium's Garb 3 x Gusts Of War 1 x Spark 6 x Acid Blast 3 x Ethereal Form 5 x Creature Of The Night 1 x Subtle Parry 1 x Acid Jet 4 x Hex Of Dissolution 1 x Able Bludgeon 2 x Deadly Spark Lorrik Level 18 Human Warrior Talissa's Trident Yvette's Betrayal Howling Pain Snarlcub Hide Captain Teadora's Resolve Chapeau Of The Afflicted Artist Healthy Sentry Boots Alpha Positioning Focused Lycanthropy 1 x Sundering Strike 1 x Surging Shield Block 1 x Inquisitor's Badge 2 x Vengeance 3 x Lycanthropic Form 1 x Officer's Harness 2 x Subtle Parry 3 x Toughened Hide Strips 1 x Healing Dash 1 x Vanguard 1 x Penetrating Lunge 3 x Nimble Strike 1 x Leadership 3 x Vicious Thrust 6 x Howl 1 x Monstrous Hide 2 x Shifting Block 2 x Able Bludgeon 1 x Dodge Shoal Level 18 Human Priest St. Hedvig's Black Axe St. Hedvig's Black Axe Sanctified Shroud Nightstalker's Shield Healthy Sentry Boots Bleneth's Skull Purging Charm Hand Of Melvelous Subtle Positioning Focused Vampirism 3 x Mass Frenzy 1 x Purging Burst 2 x Disorienting Block 1 x Consuming Spear 1 x Inquisitor's Badge 2 x Savage Curse 2 x Walpurgis Night 2 x Vanguard 2 x Creature Of The Night 1 x Lifesaving Block 1 x Toughened Hide Strips 1 x Bloodied Block 1 x Healing Dash 1 x Purge 1 x Enervating Touch 2 x Sacred Shroud 2 x Spear Of Darkness 2 x Obliterating Chop 3 x Vampiric Form 2 x Shifting Block 1 x Subtle Parry 2 x Soothing Darkness Nothing fancy, a human 1-1-1 with Vanguard, Focused Forms for some randomness and overall nice equipment from Castle Mitternacht. 16: vs SanPunkrazio - Cyberspace Arena Spoiler: 3 Human Wizards - Won by resign after killing one wizard and severely injuring the others. - The new Ethereal form is still awesome, fireball and the likes won't scratch you without some heavy buffs. - Vanguard rocks. 17: vs SanPunkrazio - Cyberspace City Spoiler: 2 Human Wizards and a Dwarf Priest - Won 6 to 3. - The new Ancient Grudge is still deadly in the late rounds. - Sacred Shroud is still amazing. - Vanguard really rocks. 18: vs stupid531 - Cyberspace City Spoiler: 3 Dwarven Walpurgis Priests - Zombie form is bad. - Really bad. - Lost 6 to 2. 19: vs Fanturluche - Cyberspace Dojo Spoiler: 3 Human Priests - Bat Knights - My Walpurgis Night on the first round totally backfired. - Lost 6 to 1. - Nothing can hunt you down like Swarm of Bats. 20: vs Fanturluche - Cyberspace City Spoiler: 3 Human Priests - Bat Knights - Once again Walpurgis Night wasn't really helpful. - Lost 6 to 3. - Fanturluche's deck. Opinions: Walpurgis Night's greatest asset was the ability to mass purge everyone... it still does, except with Mandatory Action you'll almost never benefit from it! This is a massive nerf, as you're giving up card advantage AND initiative for the totally random chance of getting better forms/cards. Honestly in its present state I'd never use it. Cantrip could be a possible fix, but more tinkering might be in order. Sacred Shroud's nerf is negligible, I still want 2 copies on my priest. Vanguard is incredible, I'd add an effect range to limit it somehow (3? 4? 5?). Ancient Grudge will take more turns to become deadly, but its power in the late game is unchanged. I'm not sure if this is a good or a bad thing. Zombie Form is bad, really really bad. The possibility of getting this and the nerf make Walpurgis Night almost unplayable. Brains! alone won't make up for a lousy and small card pool, plus you can draw again the form making sure you're stuck as an undead for a looong time. It's a full handicap, I get it, but no other handicap card feels so punishing. Though I haven't really played around it this really makes me wonder about Spark Of Undeath.
I think that large weapon and Defensiveness are its equal. I agree that the worst thing about zombie form is the small card pool that makes it extremely likely for you to be a near-permanent zombie. Perhaps some more bludgeons should be added to the pool, and maybe Septic Bite.
Thank you for all your help with the Castle Mitternacht playtest. Unless you posted more in another thread (in which case, sorry I missed it), I have you at 20 games. You will receive 4 Epic Mitternacht chests when this content is released.