GAMEPLAY CHANGES IN CULDCEPT REVOLT:
- Round Gain= Permanent Fairy Light. 19G+ round number
- PERMANENT TELEGNOSIS=You can use territory abilities on anything at anytime. Need to lap them before you can use another territory ability on the same card though
- DISCARD PHASE MOVED SO YOU CAN HAVE 10 CARD HANDS TILL END OF TURN (more opportunity to use it before you lose it)
- 2 dice. 1-10 and 12 are the values you can roll
With these major changes in mind I am averse to making my old Money decks that drain folks of their funds as its easier to gain money, move and use territory abilities now than before in any other title. To combat this I plan to exploit a different kind of tactic
Powder eater
Dominant Growth
Temperance (if it makes it in)
Various armors and holy words to accelerate movement
mana
Idea is if I can't beat their money I'll out manuever them. Since every powder eater is a different creature every turn I'll put another one down after I level up a dominant growth and doctored up MHP powder eater. This will make every subsequent powder eater equal in stats. Then its just a matter of moving as fast as I can and protecting them. If temperance isn't in the game I'll use whatever MHP boosting spells exist to get that first Powder eater boosted and healthy before moving around all over the place to create my army.
With the new permanent Telegnosis thing Powder Eater was a card I was super excited to see in the nintendo direct footage.