2 hours ago, saluk64007 said:My problem with library is less about one turn win, and more about entire deck in hand tends to be a subpar game experience for both players. Whether or not it actually breaks the game, it feels broken. The game is about making do with the cards in your deck, and then making the right house choice with the cards in your hand.
Having all the cards feels against this spirit. Whatever house you call, having no resources means you are going to barf out a grotesque amount of cards, and every combo available in the deck is now open to you. And then you can pull off the draw all cards combo again.
I agree with those who say its too early to implement without seeing what answers show up or how chains can help. Its probably good to have something like this in the game to see what the balancing mechanisms can do.
But god it is terrible and boring to sit there watching your opponent draw and play 1000s of cards with no agency to stop it. Maybe you could have prevented it before hand, but they can still luck into it. This, and being completely locked out are the most feel bad parts of keyforge to me.
And at least the first part with library access activating twice feels more like a bug than an intentional design.
How frequently do you think the combo goes off before the deck loses and how many turns does it seem to take on average before it goes off?