After release, I wrote about my initial thoughts regarding the Alessia Patron. This was after trying to create my own Alessia deck, get a grasp of TOT design, and review the cards once I saw them for the first time. Link below.
https://forums.elderscrollsonline.com/en/discussion/659699/my-initial-impressions-of-patch-10-0-5-tales-of-tribute-along-the-gold-road#latest
There are a few things that I approached in an incorrect way.
For example, although I don't find a ton of thematic synergy between Alessian cards with something like an inter-Alessian strategy, there really doesn't need to be thematic play and nor does there need to be inter-deck synergies for cards to be well designed or have a strong role in the game. For the purposes of this passage, I'll refer to non-synergy related deck building to be an
a la carte strategy.
I actually prefer a la carte deck building. My background is building decks for Yu-Gi-Oh! from scratch. Sometimes I would review powerful lists and combine their aspects to make my own deck list. Yu-Gi-Oh! used to be about a la carte selections which would work in a deck
as a complete whole by either being outright strong on their own merits or by having a bunch of smaller "synergistic" interactions between each other despite the game pieces not necessarily being designed to have that synergy inherently. Allow me to further describe this distinction that I am trying to relate with card examples below.
Yu-Gi-Oh! has a card called Pitch-Black Power Stone. When it comes into play, 3 "Spell Counters" are put onto the card and then a player may remove those Spell Counters, gradually, and put them onto other cards that can accept and utilize those Spell Counters. This was a terrible card. The entire Spell Counter thing wasn't very strong. Nobody every played it from what I saw. A "Spell Counter" deck was never a thing.
At the same time, there were a bunch of great decks in Yu-Gi-Oh! that were based around just doing strong things and they didn't really care about the name of cards or way that said cards were themed. For example, one may use Apprentice Magician as a way to search their deck for an Old Vindictive Magician. Apprentice Magician "cared" about "Spellcasters" thematically, but the player did not. They would just get their Old Vindictive Magician, destroy an opponents monster with it, and then sacrifice it for Thestalos, the Firestorm Monarch. And if Apprentice Magician was too slow, then a player could use Soul Exchange to get their Thestalos out. Soul Exchange was just another powerful enabler of that line of play despite not being thematic support. And some decks played Breaker the Magical Warrior which could be used in a bunch of ways. You see, when it comes into play it get's a Spell Counter which can be used up to destroy a Spell or Trap in play. So someone could play Breaker for it's effects, break a Spell or Trap, and now that Breaker has had it's effect used up, they could then feel comfortable sacrificing it in order to summon Thestalos. Or if they had Apprentice Magician, they could even use Apprentice Magicians other effect to put a another spell counter on Breaker and destroy another Spell or Trap. Or maybe they would keep the spell counter on Breaker as it made the card have more attack power. By now, you should see what I'm getting at. And the true beauty of all of that is that players developed this style of deck without being hand-held by the design team. They figured out that a strong way to play Yu-Gi-Oh! was based on principles of card advantage and wearing down opponents via effects that would generate
incremental advantages on their own, but create game winning advantages when they all came together and, again, that was all despite the cards not really being meant to work with each other at the wholistic level.
Eventually, Yu-Gi-Oh! became more about having ones entire deck be about "themes" which were designed to work together from the most basic level. There were "Wind-Ups" and "Inzekts". Eventually entire decks made up out of "Spellbooks" and "Dragon Rulers." Maybe you can tell that I think the thematic approach to design to be less-elevated when it comes to making a good game where players are able to best channel their skills. Even Thestalos, the Firestorm monarch eventually got "support" and this elevated way of playing from past times was sullied. Suddenly, players could
play Monarchs again as if that would again mean anything at all. Monarchs even became a great deck for a short time, but only because the designers spoonfed powerful cards to that archetype.
Back to the topic of what I was inaccurate about regarding Alessia, first I will bring up the Ayleid. Although I don't really see how it fits into inter-Alessian strategy, in the past I failed to mention how an Alessian card using player could pick that card up from the Tavern and add to their bored in a significant way. Although I do still find the card to be an
unnecessary blow-out and am critical of it being able to appear in some scenarios, out of nowhere, and destroying someones board, it can be a good card for anyone who picks it because of how strong drawing a card may be.
Although I criticized how the cards didn't seem to work together as an army. As it turns out, they don't really need to. Priestess of the Eight can be good in all kinds of situations. If someone is building the Alessian army, then their deck tends to become bloated and they could use the card selection that Priestess offers. And Priestess happens to be great with other strategies too. For example, if someone cares about combos or getting to their power cards faster, then she can be a great card. Card selection, especially card draw, is a gold standard of TOT.
Morihaus is also interesting as he adds a layer of complexity to situations where someone wants to wipe an opposing Agent stack. So he can really work well for an Alessian army using player. He also does well at combating other armies by dealing with agent problems on his own and making the Alessian Patron flip not to be such an awful economic loss. Finally, when combined with with Alessia's Wrath, Morihause can become a complex combo type of card.
Back to the Yu-Gi-Oh! comparison, I'm sort of reminded of the utility of Call of the Haunted. Call of the Haunted brings back a monster from the graveyard and when Call is destroyed, the monster is destroyed. Sometimes, people used Call to just make an extra attacker. In a similar vein, it could be used in the battle phase to bring back a threat that was already destroyed during that same battle phase - it had the utility to add redundancy. It also served as a card advantage generator. If someone tried to destroy Call before it was activated, then it could sometimes be used in response, as part of the chain, to create
incremental advantages by getting back Sangan. You see, even though Call would be destroyed and Sangan sent back to the graveyard, Sangan get's a mandatory effect when it goes to the Graveyard from play. So Call being destroyed could be a good thing. Another popular target was Jinzo. Jinzo would negate the effects of traps once it was in play. So if someone tried to destroy Call, but Call, a trap card, was used to get Jinzo, Jinzo's effect would then be applied to Call of the Haunted and Call being destroyed wouldn't end up causing Jinzo to be destroyed because Jinzo would be negating that effect of Call.
By explaining the above, I hope to convey what I think a form of elevated gameplay is. It's waiting to use high utility cards that are neither advantageous or disadvantageous on their own during situations in which they happen to be able to create a small
incremental advantage via their synergies or interactions with non-related cards that themselves are also neither too advantageous or disadvantageous on their own merits.
In Yu-Gi-Oh!, people didn't even limit themselves to using strong or average cards. Sometimes, people would use cards with somewhat weak effects, but to strong results. The use of Book of Moon is one of these types of examples. All it does is make a monster become shifted to face-down defense position. That is a really marginal effect. But the cards high utility, as a quickplay spell, has made it one of the most enjoyed cards in the Goat Format and it's alternate foil version commands one of the highest premiums. Book can be used to stop an attack, it can allow one a good attack into a monster that otherwise has too much attack to defeat in battle, it can prevent monsters from being destroyed by Call of the Haunted's leaving play effect, it can turn off Jinzo's trap negation effect, it can prevent a monster from being destroyed by Ring of Destruction, it can reset the effect of Flip-Effect monsters, it can prevent a monster from being taken by Thousand-Eyes Restrict, it can reset Thousand-Eyes restrict effect thus allowing it to be used again, it can prevent a monster from being taken by Snatch Steal, it can prevent a monster from being returned to it's original owner if Snatch Steal is to become destroyed, and the list goes on.
By now, you'll notice that some of the points that I'm making and examples that I'm bringing up are reoccurring. This is on purpose to convey the breadth of way that synergies can be made from nothing. Back to Alessia's Wrath. It has been pleasant to find it's synergy with other cards that place cads on top of the deck. Of course, this can work with intra-Alessian strategy via use of Whitestrake who too can recover cards to the top of the draw pile, but Wrath also has strong applications with Ansei Frandar Hunding cards such as Hira's End and Shehai Summoning. One game, I had a record number of turns, perhaps it was 5 or more, where I didn't draw new cards from my deck. I was only ever drawing cards that had been refreshed there by Alessia's Wrath and Hira/Shehai. The opponent was doing something similar and that was all a fun position to try and break.
Priestess of the Eight can pair well with some Almalexia strategies.
Grim Firesong Haruspex, similar to Morihaus, can add redundancy to the value generating Agent play. Stonelore Rockseer gives much to think about since it let's Alessian agents have the possibility of being played in a way such that both gold and power is generated simultaneously. Even agents from the Red Eagle class can be quite interesting in conjunction with the Alessian army. Not only are their effects valuable for drawing into the army more often, but by having more than 1 health, they create situations where the opponent must pick and choose which agents to assign power against in priority. It's not a simply as just putting 1 power on everything and calling it a day. And the Witches even have 3 health! Can you believe that they used to have 4 health? Given all of the above, please know that I think that the cards for the Alessia patron are in line with
a la carte game systems which care about generating
incremental advantage.
So does Alessia do something less than good? And why do I keep mentioning the concept of
incremental advantage?
As it turns out, there was a developer interview regarding the Alessia patron. There has been an interview which discusses all of the newly released Patrons, though Druid King is discussed primarily in an article featuring the Almalexia release. The first 3 deck additions had an aspect which dealt with improving a game problem. For examples, read below.
"John: Ultimately, each deck players pick for a game of Tribute only contributes 1/5th of the total cards seen in game. Previously with the Druid King, we wanted to give players a consistent way to see more cards in the Tavern during a game. With Almalexia, we felt players needed more interaction with the cards their opponent purchased so they can tip the scales of randomness in their favor."
"John: When we examined the game state of recent Tales of Tribute releases, we knew it was time to add a deck that focused on fast games and raw power instead of calculated action sequences."
When we look at what is written for the Alessia Patron, it seems like a game issue isn't really trying to be remedied with her. And that is perfectly fine. Quotes below.
"John: With Alessia, players should look forward to piloting a deck composed almost entirely of agents with “Choice” abilities. This should result in a strategic play experience with lots of incremental advantages."
"John: We wanted to provide players with more varieties of agent cards that weren’t “KO-on-sight" level threats. Many agents from other patron decks must be removed the turn they are played to prevent falling behind."
https://www.elderscrollsonline.com/en-us/news/post/66047
And although Alessia seems to part with previous design philosophy by not trying to solve a common game problem, she can come under scrutiny for not necessarily meeting the developers own standards in a couple of important ways.
One could say that the concept of "incremental advantages" is one of my triggers. I would love nothing more than for Alessia to deal in that currency. I do not find this aspect of Alessia to be that compelling. The reason that I don't feel this way is because what the patron ability does is way too asymetrical.
The above game was against a player that is often a poor sport, that said, I don't blame them for quitting the game early on. I can feel how a finger on the monkey's paw curled due to my complaining about power-generating starter cards so much. The designers decided to make something that can be even worse than a power generating starter cards. The opponent was artificially held back from purchasing Dreaming Cave due to drawing the agent starter card and, as a result, they found the game hopeless.
Sure anything could happen, but I'm certainly not going to reveal cards in the Tavern for the opponent. I'm also not going to stop pressing the Alessia button. This is where Alessia being about
incremental advantages is way off. Being able to press the button first in this type of scenario was a tremendous advantage. There was nothing incremental about the position that it naturally leads to at all. As it turns out, the Alessian cards not working that well together is a extremly minor point compared the brutal assymetry of the Patron button.
And there certainly are games that are interesting because of the tension around purchasing a good card in the tavern versus pressing her button. That said, games where pressing the button first matters in a big way aren't small in number. They are way too common.
I have made such button pressing plays against players who make every correct move and they still can't overcome the huge advantage gained by pressing the button first. I've also lost games that make me look like a complete novice against players with far less understanding of the game simply because they went first in a bad/dead tavern situation and pressed the button. Of course I have room to grow, but I don't have so much room to grow that I should be stamped out like a cigarette just because I went second in a game or disadvantageously drew non-gold generating starter cards.
It's also the case that some players here and myself identify the advantages gained by Alessia as being something other than
incremental. We may call the advantages incremental and they sometimes seem incremental, but many games with agent play feel more like an on-land breathing competition. Who is going to miss a breath first? Well, nobody. So we twiddle our thumbs back and forth and the incremental advantages gained in such cases are so unnoticeable that they pale in comparison to what a dose of tavern luck might do.
Another place where designers were mistaken is their thinking that players wouldn't have to be removing Alessian agents just like they remove Agents from any class. It's extremly disadvantageous to not remove agents ever. This is a false choice. It's easier to remove Alessian agents. That said, missing removing most agents will still lead to quite a disadvantage.
I really would like to see more incremental advantage type games that are decided based on a many different decisions rather than blowout cards. I would also like to see Agents in a good spot rather than where they are now which includes many games that are Agent defined. That all said, Alessia doesn't end up hitting the spot for me. As noted above, there could be some interesting things done with the individual Alessian cards in terms of a-la-carte strategy and deck building. But it is too risky to try and have one of those games due ot the prominence of games where the Patron button is too strong and can be spammed by one player too much and to the effect of granting them too big of an advantage.
All of the Patrons that can be spammed in such a way should be reviewed by the design team. All of them. And Alessia should have even a greater review due to the Assymetry that it causes for no good reason.