AnduinTryggva wrote: »In the first draw the player in turn has a 50% chance to generate 4 gold.
KefkaGestahl wrote: »Yet I have had plenty of games where I see an armory in the opening draw and yet I'm stuck with four coins, practically guaranteeing the second person is able to buy it due to the extra gold.
AnduinTryggva wrote: »The player who draws first has imho a fair advantage for winning a game which is not balanced by the 1 gold that the player who draws second gets automatically.
The first player is always going to have a massive advantage, they get the best pick of 5 cards, and they are always at least equal in number of turns taken. This means turn 1 they get the best selection and in a close game they get the first chance to hit 80.
The balance of the starting coin is imo not enough, (I'd love to see 4 cards revealed for player 1 and then a 5th added for player 2) but it is what we have to work with.
I personally don't hate going 2nd anymore, the trick is to pick the right decks. what you want is cards that cost 6 and are good early with few cards that cost less than 6 and are aggressive. For example Blackfeather knave, Oathman, Relicmaster and Witch are early cards that cost 6 and give immediate value. Knave however is in crow and giving player 1 a toll of flesh or silver is pretty poor, but not damning. Witch is red eagle and while Midnight raid is a disaster to give to your opponent going first, it's not the main reason not to pick him, see to make this strat work we want 6 gold, so choosing a power starter patron is a no-go. Hlaalu and Celarus then clearly are the picks, yes they have cards like luxury exports and scrying orb which are good, but they are gold, not power, they are a slow, manageable advantage that you can counter with your early 6cost.
Aside from this plan, going 'eco' and using the treasury early is incredibly viable. The fastest reliable way to get to 7 gold for example is to transform a coin turn 1, transform a coin turn 2 and then have a harvest on the board to draw a coin. if you have a harvest on the board, this is a 66% chance to have 7 gold on your 3rd turn w/ the remaining 33% chance being 6.
If your opponent bought that toll of flesh, or customs seizure, or even prophecy, and thereby didn't get to convert their pelin starter into a writ, then they have no chance of hitting that 7 that early. It's these kinds of advantages that you have to play for as player 2, and soon enough you'll find rewards.
Oh and one last thing if you want rubidite: TURN YOUR POWER STARTER INTO GOLD. It cannot be stated enough, this alone has me beating 80% of players, no Kap :P