User blog comment:AmazingPST"Providence"/Amazing huh? Personal flags!/@comment-5208312-20150205202611/@comment-26069426-20150205214804

Great ideas for both, but I think they might give an edge to the player, rather than changing the state of gameplay.

For the first skill, while 1 life and 1 gauge wash each other out, the 2 discarded cards are unaccounted for. There isn't really any dialogue pertaining to the advantage generated when discarding cards; I've yet to see any formula that accounts for it; but dependent on the deck, there is value there. Using Excalibur as an example, it takes a couple turns to get 10 heroes into the drop, so that really slows down how quickly it can come out. The skill speeds this timeframe up which ends up netting an implicit advantage.

To wash it, the opponent should be able to either put two cards in their drop zone, or put any two cards in their drop to the bottom of their deck. The problem still exists, however, if this doesn't benefit the player directly, then the advantage is still yours.

As for the second skill, it should be more strongly gated. There needs to be a component of sacrifice for need, otherwise you could discard a durandal you don't need to gauge two (where typically charge and draw would put only 1 into gauge).

An idea for that could be (since it's the beginning of the turn):

[ ] "Charge and Heal" At the beginning of your turn you may choose not to Draw and not to Charge and Draw. If you do, charge the top 2 cards of your deck, and gain 1 life.

The start of each turn you either gain +1, or +1.5 if you charge and draw. This change also synergizes very well with the first skill.


 * Edit: Maybe it's because of the saying, "One in the hand is worth two in the bush." I'm not sure why, but I feel like 1 card in hand should wash two in the drop. For the first skill, maybe your opponent can destroy 2, return 2, or draw 1. Maybe I'm trying to keep the advantage calculation to .5 increments... I don't know...