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Subject: Convince me that Druid is NOT an autodraft... rss

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Matthew Hebert
United States
San Diego
California
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Played the game a handful of times and am really digging it. I am curious about the realtive desirability of the action cards. I don't expect them to be balanced as the fun is in drafting the cards you think you need while denying your opponents the cards you think they might want. But the Druid seems like a card you would never pass. Am I wrong?
 
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Tanguy Serra
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I tend to agree that druid is a powerful card but I would submit that in situations with a powerful advantage card (forest (draw epic tale, iron mind (conflict)) - the ability to drop citadels as a first card and pick up the advantage card/take it from another player can outweigh the option value of the druid - time value vs. choice value -

Towards the end of the game - Geiss becomes the most powerful card in my mind as burning the key action of the key opponent is massively valuable

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mark van der werf
Netherlands
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Druid is a solid and versatile card, but it has the tempo problem. Sometimes you want done things quickly, Citadels before advantage cards are used, a clash before changes occur and a festival is played and so on.

Also some cards just work better when a little unexpected, fetch a good card to clash with druid and you can have some problems. A bard when collected from the discard pile is simply not as strong as a bard directly in hand for example.

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Tim P.
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Medford
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I think the one counter to the Druid, that will take players awhile to learn, is to save your most powerful card to play last. Outside special situations, the Druid usually won't be able to take the last played action cards.

So if you're in a situation where there's some really key card you need (like Sanctuaries or Exploration), and the players know it, getting the Druid won't let you play that key card.
 
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Brad Keusch
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Ann Arbor
MI
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Markwerf wrote:
Druid is a solid and versatile card, but it has the tempo problem. Sometimes you want done things quickly, Citadels before advantage cards are used, a clash before changes occur and a festival is played and so on.

Also some cards just work better when a little unexpected, fetch a good card to clash with druid and you can have some problems. A bard when collected from the discard pile is simply not as strong as a bard directly in hand for example.



This. The tempo of druid makes it a liability sometimes, ESPECIALLY if you are going to be clashing as noted above too. You can't play druid last so you have to keep two cards during a clash to be able to do anything afterwards, and this means you can be at a serious disadvantage. Geis and druid are both part of the delay tension in this game, and the former is another card some people rarely pass, but it too has a tempo problem. Knowing where these cards are is very nice, though you can't always be that sure due to the nature of the draft obviously.
 
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