This aspect is amazing in terms of flavour, but I feel it suffers even more from the disproportional (IMO) loss of energy income from drowning in multiplayer. When you have, say, 4 spirits, you still cannot proliferate into all boards quickly and without compromising your gameplan, and even when you have fewer than 4 spirits, you're still the one with more than average access to drowning abilities. And I'm not even talking about really huge games. IMO the proportional HP costs of energy from drowning is already not fair. And Deeps loses even more drowning sources. Maybe I should try more top track builds, but combining them with reliance on a few 0-1 cost cards feels a bit weird. But hey, at least I get to keep my land presences at first.
@@ryanlackie1129 I think that success is relative here. If it's base Ocean that we use a baseline, then maybe. But IMO base Ocean is broken, and I don't mean in a good way.
@@ryanlackie1129 I mean, that's pretty much what I said above. Its actual drowning potential doesn't scale proportionally to the game's size, but the associated energy income formula assumes it does.
This aspect is so cool they really nailed it
Great gameplay as always
Thanks for the video. This brings a new definition to flood plains.
The most amusing thing about Deeps Ocean to me is that Invader Stage 3 (if you get there) is easier than Stage 2, since the escalate is gone.
The land denial is so cool, I can't wait for my NI shipment
When you reclaimed cards at around 12:00 , did you pull your presence back to the ocean?
It appears not! Good catch!
Well played! Also, is this what happened to Atlantis/Numenor? 😂
Imagine an Atlantis adversary. Its escalation sinks lands into the ocean, and sunk lands produce extra invaders for the rest of the game.
This aspect is amazing in terms of flavour, but I feel it suffers even more from the disproportional (IMO) loss of energy income from drowning in multiplayer.
When you have, say, 4 spirits, you still cannot proliferate into all boards quickly and without compromising your gameplan, and even when you have fewer than 4 spirits, you're still the one with more than average access to drowning abilities. And I'm not even talking about really huge games.
IMO the proportional HP costs of energy from drowning is already not fair. And Deeps loses even more drowning sources.
Maybe I should try more top track builds, but combining them with reliance on a few 0-1 cost cards feels a bit weird. But hey, at least I get to keep my land presences at first.
I absolutely agree! And that's part of why I think the aspect is successful - it's a genuine trade-off and not a strict buff
@@ryanlackie1129 I think that success is relative here. If it's base Ocean that we use a baseline, then maybe. But IMO base Ocean is broken, and I don't mean in a good way.
Hot take!@@Annokh I'm curious as to why you think that. I love ocean, but I know many do not
@@ryanlackie1129 I mean, that's pretty much what I said above. Its actual drowning potential doesn't scale proportionally to the game's size, but the associated energy income formula assumes it does.
@@Annokh oh, I thought you meant broken as in overpowered. I definitely agree at 5 and 6 players ocean feels miserable to play