Geminate Class Guide for Frosthaven

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hello everyone and welcome to Phoenix gaming I'm your host Nick Henning and I am joined here today by a really good friend of mine Hung Welcome hung all right um so I uh wanted to do the Gemini which seemed a really fascinating class it's the only starter class that is the five level complexity um and hung has been brave enough to take on this class and his campaign so I wanted to lean on his expertise to to guide us through um how to play this this just kind of bananas two in one class how have you been liking it uh it's been very interesting I would say that this is actually probably the hardest class I played in all of gloomhaven and in Frost Haven in terms of uh the limitations uh in addition to the limitations it also has a lot of flexibility but uh you can definitely get stuck in some of the limitations at times and uh that's where it gets interesting also this is the only game or this is the only character where I've had a card and my teammates know immediately which card I'm playing because I have to look at the card to try to figure out which orientation it is to be able to get hit all of the right people but we'll talk about that in a little bit but they're like oh hung is playing that card right now so you know I'm unintentionally telling people body language communication right they don't cover that in the rules so you're totally good okay and it's unintentional like I don't want to communicate this it's just that like for whatever reason this one shape I can never figure out what I'm supposed to hit but anyways yeah so the Gemini is really interesting because you're basically playing um two player classes uh at the same time you basically have a ranged mode and you have a uh melee mode and actually if you want to put up the board on the screen um you can see that there are seven uh ranged cards and seven melee cards uh the one thing to note is that you have a ton of cards to start off with uh you will start with 14 cards but uh when you pick your starting kit you have to start with seven melee and seven range so you can't pick like 12 ranged once you get to higher levels or one that it has to be exactly Seven and Seven um some of the other things um that are notable about the Gemini in terms of its rules are that there are some Mandatory Actions that require you to switch from one mode to the next um and so I guess I should explain when you're in melee mode you can only play your melee cards when you're in ranged mode you can only play your ranged cards and then there are some change abilities on your cards if you take in it in action uh that has that ability then uh it will force you at the end of your turn to then switch from one mode to the next um the other thing is that um you have a specific hand only for what mode you're in so if you're in ranged mode you only have access to the ranged card in your hands and that's notable uh if you're going to get hit uh because you cannot discard cards that uh are from your other modes so for example let's say that you had a round where you played out all of your ranged cards and you have two ranged cards on the field uh that you just played for this turn and you have no ranged card in hand uh if you take damage and you want to cancel it you actually have to trash two cards because the melee cards even if you have six melee cards in your hand quote unquote they're not in your hand and so you have to trash cards and so that would be that can be very challenging and I've actually had that happen a few times where I'm like okay I'm going to try to play this efficiently I want to run through my ranged mode and then swap to my melee mode but then I'm just like oh no I'm in trouble after a couple of wolves come and hit like me three times or you know whatever those monsters come and hit you multiple times when you're not prepared with cards to discard yeah that's really nasty so the the fact essentially when you're in a certain mode the other seven cards or however many are left in your hand just they get put on the Shelf you don't even get to play with them in any way shape or form until you switch modes again exactly yep yeah wild so on the back of the um Gemini thing here they kind of say that it's mostly melee ranged and then kind of a smattering of other stuff in your experience does that seem accurate yeah it's actually really interesting because you can do pretty much anything with this class uh it has a lot of flexibility but I would say that in general it is best at uh just dealing damage whether in melee or in ranged mode and then it can do a smattering of different things at the like the tempo of you know switching modes do you find that you are often going back and forth between melee and ranged or do you tend to like do melee for a handful of rounds then range for a handful of rounds and kind of like burn through and like two separate legs or do you do a lot of going back and forth often um we do have a few more rules and we can cover that in just a second but in terms of play um I will generally try to go through one mode fully and then go through another mode fully uh but as I mentioned that has its obvious drawbacks if you are at the end of your cycling you don't have any cards that you can Trash um in particular um there is a card where you do have a rejuvenate and that allows you to basically heal and so you can kind of go through that pull back heal and whatnot um but I do actually want to touch on a couple of additional rules that um we didn't cover um the main thing is that uh the Gemini also has very range specific cards and so when you're in range mode you can only attack people at specific ranges so let's say it's range five but it can only hit things within range 5 and Range four uh it can't hit anything at range two or range three and so I will say that there have been numerous situations where I have been like I am one step away and I don't have the movement or somebody's blocking my spot um and that makes it really really annoying and um the last thing is that if you do a long rest you are always allowed to swap modes um and I think that that covers the main rules but um the specific range one uh does actually add a significant design constraint or I guess gameplay constrained in terms of what you can do and uh because sometimes you do your melee and you're still next to people and you need to be like four spaces away and it's it's difficult to get four space as a way to be able to hit those attacks seems like you're a lot more at the whim of the uh uh of the enemy AI than you might be with some other classes in that way a little 100 yeah like 100 there have been some times where I'm just like they moved in I'm just like you moved one step too close and then like my entire plan had been around them being at a given range but um I think it's also been challenging because I've played a lot with the bone shaper class and we've had a lot of minions uh and character summons and then so there's a lot of character summons that get in my way and it's it's very very frustrating that that that that bone shaver I love that guy but yeah they uh they don't play nicely with others uh okay great so we're gonna start with the melee cards here and we're gonna Focus first on the melee cards the lightest swap form so we're starting here with uh changelings Boon look tell me about this card yeah so changeling Boon is one that I have kept for a long time and uh planned to keep for a while and in particular it's because of the top half of this card uh the top half of this card has two different attacks and you know two attacks is always good especially if you can add uh poison or if you can enhance it uh once you unlock enhancements uh to be able to add additional damage uh the bottom ability here allows you to be able to swap um uh from your melee into the ranged mode but the problem with this card is is a throwaway well it's a throwaway permanent uh you get a one-time bless which is okay it's not like that great uh if you were to play it um I think that the bottom half is or the second ability is the much more important aspect which is the ability to turn any element into sun or into um fire and that can be pretty important uh in particular if you're fighting various enemies that always generate things that could stun you or they can do additional things with their elements and so having this card is useful if you want to do that um but I think that the top ability of this card is the most important aspect so you can just like smack down a particular character the thing to note about this character is um and we can talk about it now is that there's actually very little Elemental generation uh in the base kit and uh you start getting more Elemental generation at like level four level five but if you want elements you basically have to use throwaway cards and which is never good to be able to generate on one turn to throw away and then having to spend at the next turn assuming that nothing else uses it yeah the three elements that are used are sun is used on both sides both ranged in melee and then fire is used for ranged and then ice is you used for melee and so if you were playing this card it'll actually help your ranged Side by being able to generate elements for the range side but I would say that I very rarely use this as the bottom ability because I think that the top ability with two different tattoos is great uh pretty standard um uh initiative order uh I'd usually pair this up with a lower initiative card and I think one thing that you'll see here is that the Gemini actually has a lot of low initiative and you can oftentimes be first in your party if you'd like to it's hard to drag down um this card it's a very interesting card this is actually not the uh shape that I have the most problem with uh so here you have a little hotel situation going here yeah yeah you have a scorpion tail was dragged down uh this lets you swap and it lets you immobilize um so to me you know the best case if you can hit two or I mean obviously best case if you get three but you'd be in pretty good shape if you hit two in particular if you hit the two uh and immobilize them when they're further away from you but oftentimes you're not necessarily fighting melee units until the immobilized doesn't actually do much um I'd say if I brought this card I would typically bring it for the bottom ability um so the move forward jump is pretty big um the Gemini doesn't have a ton of like big splashy moves and then if you're able to uh or if you throw this card away with the bottom ability you can then disarm two enemies which I think is a pretty strong ability in Frost Haven since they don't have many stuns or just arms uh in the game um so that I typically have not carried this in my kit very often uh because I don't think that it is good enough but if I do it would be for the movement and then disarming a couple of big beefy enemies um and getting in there for my team to be able to set up that's interesting on paper the drag down looks pretty good to me but I guess it's just that it's too hard to to get like the right positioning for it I've tried so many tools to get the right position here for this and it is never in the right position like they're either next to each other or you do all of these things and I think it's okay um but the thing is that you're already in melee mode if you're next to them and you either have to start the round already next to them to be able to hit them and then run away and change into ranged mode but oftentimes to get into the position you have to use your bottom ability to move but then now you are sure you immobilize them but you're next to them and you're in ranged mode and so now you don't have the ability to use your ranged abilities because you're too you're too close to all of the enemies cool all right let's move on to draining Pincers uh draining pincers I think uh so what you'll see here is that you have a three attack uh with advantage to do a straight line throw away card with a pretty bad initiative um I mostly carry this for the move three jump at the bottom and then that lets you be able to transition uh from the melee to the ranged form um I think that there's been a few examples of being able to use the top ability but again getting everyone in a perfect line can be challenging um and so I will only use this in kind of dire emergencies where I really need to try to hit two people uh but the bottom ability is just pretty solid yeah the top doesn't even seem that spicy for a lost card so it's I can see why you'd mostly just be using it for the bottom yeah and I think we talked about this offline a little bit in the sense that because there are so many lost cards or there's so many cards for the Gemini that all of the Lost cards are actually much worse than the Lost cards from other classes and I would very very much agree like when I think about the spell Weaver from boomhaven it can do like way way way more more spell Weaver what is what is the class I think spell Weaver yeah the spell Weaver class throwaway cards were just like infinitely better than this card like you could like multiple people no restrictions in terms of range except for anything within range three here it has to be exactly in a line and you do three each which is just not very good so do you find yourself with this class being a little bit more uh free with using the the throwaway cards because you have extra cards or is it that they're not so exciting so it's not even really worth it to use it and you use them for hit points instead or how do you end up kind of managing the extra card bonus in the first few games I was very stingy with my cards and uh I think that I like to play a value game you know I've seen your videos you talk about you know the importance of uh you know keeping cards and not throwing them away early but I noticed that when other people were exhausting I still had like six or seven cards in my hand I'm like okay maybe I should be able uh play a little bit more for Tempo and try to like kill things but um I think that that actually is you bring up a point in terms of throwaway you can actually tank pretty well um against big enemies because you have such a huge card pool that you can use cards to throw away instead of uh throwing away the cards for advantages oh now obviously there are certain situations where it can be really good to throw away the card but I would say that I'm oftentimes trying to get more value and then tanking for my team in particular because uh my party composition has been everyone needs two whole turns to set up so I'm just sitting there trying to do things uh while the team is uh summoning things setting up their permanent cards uh and whatnot got it okay cool so the last of the switcher melee cards is Hornet stingers this is my MVP card like this is the most important card I think in the entire kit uh and this is also the card where I have the most troubles with trying to figure out how the formation works so I'll just be looking at the car going like this trying to figure out um and it's not it doesn't look that complex but like when you're looking at a board I'm like okay can I hit one can I hit two you know anyways um yeah this one is just amazing uh you can basically pierce three which at the beginning of the game basically pierces everything you get to do a damage and you know the damage is incidental but the main thing is that you're able to apply poison uh on an area of attack and you can just poison everything and get through some of those Sprites which might have a lot of shields um has a pretty good initiative all by itself so you can basically make sure that you get this initiative in first and then the bottom ability is actually pretty decent too where if you need to tank you can just like walk in and then uh take some shots from people but in general the top ability is just like absolutely amazing so imagine playing Hornet stingers and then after you play Hornet Stingers um well you'll be in ranged mode but in the future turns you can go back to changeling Boone and hit them twice for two damage each which is effectively three now that they're poisoned um yeah porno Stingers is by far I think one of the most important cards in the entire kit does a lot of work and one difference between your and my uh play style or or play groups is that you play in a four player group so the odds that you're going to be able to hit more enemies in this block is higher than when I would be playing yeah absolutely yeah we all always play four players in our group and so there's always a lot of enemies to be able to hit with uh AOE attacks yeah yeah okay so let's let's dive into some of these other melee mode cards um actually before we even dive into these so we just went through four switcher cards do you find that you generally need all four switcher cards or do you want to kind of like keep that kind of 50 50 ratio of switcher cards or do you try to get away with with fewer than that when you're taking your loadouts um I actually don't really look at the number of switcher cards when I look at my computer and maybe that's uh maybe that's not a good thing um I think I typically look at just more of the abilities and then I kind of manage the switching ability where necessary there's a couple of things that let you switch if like you're really in trouble um I mean obviously I think that bringing only one switcher card is probably a bad idea uh uh uh you know you want at least two to three on each side but I would not necessarily say I'm bringing a card just because it has a switcher so for example drag down I would not bring drag down because um I just don't think it's good enough got it okay cool let's take a look at Feeding Frenzy here as another lost card in the top yeah Feeding Frenzy uh this lets you get a one-time benefit of getting a sun and then you um when you kill an enemy on your turn you can then switch forms or ignore the switch forms and so all of the switch forms are mandatory this allows you to break that rule and it allows you to be able to um yeah just stay in the current form uh I would find that this is actually not as good as I want it to be I definitely tried playing it in a few of my games but it is not consistent uh because you might not be able to kill enemies on the turns that you want in particular because you don't have a lot of like guaranteed kills so to speak um uh I think that it can be good in certain situations uh I'm thinking if you have swarms of things whether it's those lightning eels or the piranha pigs or any anything that comes in like low hit points then you can kill them but if you're fighting against like a beefy wind demon or you know an earth demon it's this card is almost useless in those situations yeah now that makes sense to me the bottom of this card with the all adjacent allies and enemies suffer a damage and loot so it's just every space around you you interact with in some way exactly yep yep um and I actually didn't mention this but uh that also is a downside of hornet Stingers uh so Hornet Stingers actually does do poison to other people uh if they happen to be in those squares and you will notice that theme in some of the other ones I guess you know these bugs don't care about those stupid humans or other races and so they're just like we're just gonna hit everybody um as we go from gloomhaven right like they have the same kind of yeah exactly uh bottom ability is fine um I think that there's only two loot cards in the entire um deck uh and I would typically only take this if uh there were enemies that had a lot of shields or if they had a lot of retaliation and I just really needed to poke out a few points of damage against them with Feeding Frenzy but generally this is a card that I would not bring with me in my kit got it this is hilarious looking I love this it is very hilarious uh you can basically hit a lot of things uh but I think again you'll notice my theme or again maybe it's just my play style but I don't like this card very much sure I think that the pattern is very nice the pattern is just way too hard to hit and then you're in an awkward position and you're dealing one damage it's like who cares about one damage and you know disadvantage can be okay but you're also then potentially uh muddling your own allies when you do this uh if you were to play this card um so I actually will sometimes carry this just because of the high initiative uh because you can basically guarantee that you have that high initiative and then if you really want to you can pop the bottom ability and the bottom abilities I think where uh this card's much better where you can basically wound everyone with the two but at the same time you have to wound all of your allies within two so that is the downside and you can generate some fire on the side um but getting that wound on high Shield enemies is uh really what this one's about because there's not a lot of good ways where you can wound multiple enemies at the same time sure yeah it definitely seems more like the initiative side for that card it's not not super impressed by by the effect on there yep yep uh next card is horn beetle carapace and this is actually a very very strong card [Music] um and I will almost always play this card on the first cycle of my melee um so basically you will get four ticks on the top uh and if you're doing melee you get plus one attack if you're in ranged you get plus two attacks so ideally what you do is that you set this up and you're able to swap immediately into your ranged mode and effectively this adds eight points of damage to your ranged attacks which is very very important especially if you're dealing with high if they Point enemies or if you're dealing with high Shield enemies if you need that extra points of damage to be able to get through Shields yep and do you ever wind up playing this bottom here I mean it's a respectable amount of Shield obviously you go pretty much nowhere with it but I think I've maybe used it once in my like 15 games um I think that the top is just so good uh that it's almost always used as the top but yeah maybe there's a few situations uh where you just you're already in front and you pop a little bit of fields because you know your allies are gonna take some time to catch up or you need to take some shots yeah the top here is funny too because I just did The Drifter video not too long ago and it's like well that's what the Drifter does but not quite as good as what this Drifter does yeah right on Ice bound I found quills uh this one's a fine card um the top ability behind yes this is definitely a loss I can get behind I mean hey attack five is a very very respectable lost card uh for a level one card and I would absolutely use this uh and then you get a few bits of bonuses where you get an extra attack or extra um piercing if you happen to have ice uh the initiative is fantastic again 14 and that's actually sometimes why I don't want to use this immediately because the initiative is so good um but obviously if you can pop an enemy and get rid of them building that Tempo is very important and the bottom ability is actually surprisingly better than I thought it would be so if I can get up front just do a little bit of shield and get some retaliate and use this against a swarm of enemies um it's definitely been used multiple times uh throughout my campaign yeah yeah and then you can just kind of cash it in for when you find the big hit point Shield Point bad guy that needs to die or whatever right I could see that absolutely it seems like a winner for sure cool and then the last melee card Reckless Jab yeah Reckless jab is very interesting um you basically can do two points of damage and if you want or if you don't have these conditions uh you will gain these conditions and then take some downsides and so you can basically wound someone by taking um oh sorry you can wound someone uh by disarming yourself and this can be fine if you want to set it set yourself up for like a rejuvenate turn or a heel turn or if you don't have any um poison then you can gain poison that plus two attacks so it's a way to get in extra points of damage uh by taking some negative effects on yourself um yeah like Ping to healing or if you like you said you have a rejuvenate up that's a pretty gnarly attack a four damage disarm I mean obviously it requires you to kind of get healing soon afterwards or you're really going to pay the price for it but that's that's that's a lot on a reusable card yeah it can do a lot of damage um so yeah to your point if you already have rejuvenated rejuvenate up this is the perfect card to play because you can be under rejuvenate and then the rejuvenate will proc and then um cleanse both of the wounds and the poisons uh for you and it can do a lot of damage and then the bottom abilities actually uh also a lost card that I'm on board with the four attack on the bottom which is very rare plus a stun and you know you can do lots of damage with that it's interesting how how variable the power levels of these cards feel like I wonder how much it feels like the design space of this because they're like yeah it has a ton of cards so we can you know get a little bit more Wiki wacky with what we're putting in uh to the cards uh as they're like designing the different kinds of like Melee mode cards yeah I mean to me it seems like there are some very very strong melee cards and then there are other ones where I'm just like why would you ever use these and I feel like that's not necessarily the case with other gloomhaven or other Frost Haven classes yeah and I'm curious do you agree like I'm curious on your thoughts on let's say like you know the flailing tendrils top or like the drag down top and because you know maybe I'm just not using them properly no I'm with you drag down is one that I would definitely be trying to use a lot because that looks like the kind of thing that I love to do is but I believe you when you say that you're struggling to to get the formation right flailing tendrils I'm I'm really struggling to think of like when I would be using this and that that bottom is a lost card just wound everybody within two spaces is a lost card to me seems like just okay but then like penalizing your allies as well yeah filing channels like does not seem great to me but I you know obviously maybe just for the the 12 initiative base move to melee 2. option I guess is like a viable Choice with that guy um so let's go ahead and dive into the ranged uh switchers the one that lets you move places and sorry again for the the green screen the uh the pink cards Don't Love don't love green screens or red screens which are the ones that I use so you'll see a couple of the the elements will look a little goofy here but yeah let's start off with Harvest here yeah Harvest uh the essence uh so this allows you to Ward yourself and then uh similar to the other car that we looked on the melee side it allows you to transition elements uh into ice or into sun uh and then on the bottom it allows you to do a move two and with the move two you also get a heal two which can be pretty nice um I'd say that I would fairly often play this card because I think that the bottom is only okay uh and if I wanted the ability to be able to kill an element to make sure that the enemy didn't do anything uh the top part was good and then you just kind of have a side benefit of getting a a one-time Ward on yourself yeah I like a move to heal too would you say that you're more likely to play this over the uh the melee version of this card or vice versa well the mid oh I would play the top of this before I played the melee version the bottom of the melee card and the reason for that is that uh the melee version of the card has two attack twos and I think two attack twos is way better than a uh move two heel tube and yeah yeah yeah you're giving way too much uh up on the melee side where you know maybe I played this a few times on the bottom and then I can always play it on the top but uh I I never want to give up my uh two attack twos with the melee form got it cool okay so probably won't be switching with this very much because it's a lost card let's talk about Into My Embrace which is a card when I look through these that seemed hilarious this is my favorite card in the opening set uh and it is a very strong card uh so it does a very respectable uh it does a very respectable three damage uh at range that level one which is pretty good but um and then it allows you to switch forms the bottom ability lets you heal four and rejuvenate with some extra stuff but in the end it's mostly just the heel four and the rejuvenate uh but it is a throwaway card which is the biggest problem um what you know to your point it's really fun and you're like okay well coming to My Embrace I'm going to attack you and just pull you into me and then you turn into the melee mode and then you can start smacking them on the next turn um straight up uh uh Scorpion from Mortal Kombat right oh yeah come here yeah this this is solid I anticipate that this will probably be part of my kit for a long time one because it gives you a reusable way to be able to switch forms and it does three damage it lets you pull two it lets you do it it does everything that you possibly want in the ranged card yeah um note that this is the first card that we've seen with very specific range requirements so that means that um you have to target range three or Range four so even if you have an enemy that's at range two you cannot use this card for this scent uh the one thing to note also for this is that if you have any items that increase range it does not increase uh the restrictions of the range and so let's say that you had a a random item that increase your range you still can only target at range three and Range four got it my inclination so we just went through um the Harvest Essence where the bottom is like the move to heal to my inclination is that move to and some other effect is probably better on the ranged mode of this class than it is on most character classes because it allows you to set up your attacks is that a fair statement yes I would rather have more move though uh because I'd rather have a range I'd rather have a straight up move three or move four without any benefits uh because in particular when you're arranged if you're in range and you're like okay well I can do it at three or four but then they move two spaces and then now they're arranged two all your plans are like out the door like I I would definitely prefer more movement as opposed to ancillary benefits on the bottom got it okay cool let's talk about mind Spike mind Spike all right so here we've got another very fast initiative card at 18 and you can basically immobilize three things within range four and five note that this is very far away uh so this is a pretty big distance and so I often times found it difficult to do mind Spike because I'd be in the awkward positions or they'd be too close to me and couldn't do this um but it's a pretty good ability if you've got some big lumbering enemies uh you can keep them at Bay and immobilize them essentially stunning them for a term um and then you can cause them to lose some damage uh with plus one if you've got some sun so the downside is obviously it is a throwaway uh I would typically not use the top of this unless I had a kind of dire emergency and needed to really keep them at Bay four turn the bottom ability however is fantastic um I really really enjoy um using mind Spike and you can actually even use mind spike in combination with Into My Embrace you can basically mind Spike them first and then pull them into you switch to melee and so then again an attack card on the bottom is always good and so this allows you to apply extra DPS um if you need to burn somebody down and yeah 18 initiative is wonderful yeah this basically asks you to be in good position so that you can do a top attack and a bottom attack um but because it's got a low initiative at 18 you could have positioned yourself on the previous turn and then probably gone before the bad guys to make sure you're getting that like double bombardment that's cool hopefully unless you fight wolves and then the Wolves just go in front of you ruin all of your plants no Diana me or whatever right yes all right well the last of the switchers for the ranged mode is selfless offering yeah I think that this is a very all-around it's nothing splashy but it's a pretty solid card so on the top you can heal three uh to an ally within range three which is fantastic um again this one does not have a specific range so just you know any Ally within three and then uh if you happen to have fire then it becomes like Ultra good by being able to give somebody rejuvenate so that can allow them to heal um over multiple turns but I really like this card for the bottom part which is move three and then be able to switch forms um uh just because movement I think is a pretty big premium for the Gemini and so uh making sure you use any extra pieces of movement is always good so is this commonly like a um do a ranged attack and then like charge into melee with the move three switch kind of thing or is that too dangerous because now the enemies are growing on you I mean I guess it depends on your initiative order uh you all obviously could always choose to do ranged slower um and I think that in general when I'm in melee I almost always want to go fast and I almost always want to go fast with it when I'm doing range but this actually is an example of where you might want to play this in combination with a let's say initiative seven year initiative 80 ranged card and use the initiative 80 you ping them then you can run in and then you're ready to play a high initiative melee card on the next round so that you're not getting powered by everybody else yep that makes sense to me cool let's head over to the other um ranged cards here I think starting with uh Firefly swarm yeah so Firefly swarmed um so top ability allows you to do 3D damage to up to three uh enemies uh the main restriction here is again you have to have them exactly at Range four and range uh three and you can do an extra point of damage um this is a very acceptable throwaway card in my opinion um it's very similar to uh the spell Weaver from gloomhaven where you can do damage um the biggest issue sometimes is that there might be something that's two away uh and you can't get exactly two I mean here I would definitely aim to get two uh would be my Baseline you want to hit two characters uh with the Firefly swarm otherwise it's not worth it to throw away and on the bottom you've got to move four initiative 76. uh this is one of the biggest moves that you'll get and so oftentimes I will also use this to be able to uh catch up with my allies because I think that oftentimes I am further behind totally this is the kind of lost card you want to see right where it's like move four always good for you and then the top is when the situation arises okay now's maybe the time to cash in yeah yeah or if they just happen to be in the perfect cluster and then you can like Nuke three people then you know definitely definitely good to be able to throw it away early right get the gun when it's good all right cool hell of thorns hail of thorns um yeah so very very slow initiative at 88. uh you can then attack two for all enemies within two muddle them but then the downside is that you're also modeling all of your allies within range two generate some ice bottom ability lets you move three um this is a car that I almost never play [Music] um you yeah the top ability seems good attack two for everything but it's not that big of an attack especially if anything has Shields and then with the downside of muddling all of your allies and in my games I also played a lot with the bone shaper so I'm just like oh gosh I'm gonna muddle like three different allies if I play this card um and the bottom ability is fine uh with a move three but it's also not great obviously if you have some sun that you can use uh being able to wound something uh it's fantastic the top is also a little goofy because mostly you're attacking things at range three or four and this one's saying everything within two and so actually you kind of almost like want to jump into the middle of the enemies so sometimes that means sort of like Behind Enemy Lines and then you're still in range mode but not doing this correctly so it seems like you're that top somehow wants to be paired with like a bottom that switches into melee mode for the subsequent turn I guess yeah so I mean if you did selfless offering you could do that so you walk in with selfless offering and then you do Halo thorns and then do everything so so you move three deal two damage to everyone and then now you're gonna be melee mode for the next round but yeah I don't know I found that this was just not good enough uh too damage to all is not a I mean I can imagine two damage to all would be fine with the downside if it wasn't a throwaway but it is a throwaway right totally okay Scarab flight here has a hilarious line of attacks that you can only do at range three or four so you're hoping the enemies charge at you in formation I guess yes uh this one I've tried to use this a lot and this one is challenging again because you have that exact like three by one grid that you can use and it's difficult to be able to actually hit people in that format again I think that if you can hit two you're good but you're also only attacking them for two which is not a ton of damage um the push one is nice but I think that it's just again not in too many restrictions and not enough damage to make it worth it uh the vulnerability here is basically the the opposite of the extra damage uh on top of the melee so that one gets you plus one damage in melee plus two ranged here what you get to do is that you get to um have plus one Shield when you're in range mode or plus two Shield when you're in uh melee mode um I don't know if I've actually ever played this uh despite even being a tank I think that uh the cost of the card I'd almost rather have extra cards to throw away um and yeah I don't know if I've actually ever played this on the bottom before yeah yeah I can see that it's also just harder I think with your um ranged mode it seems like the movement matters because you either need to get into position or you're moving so that you can be in melee so you kind of need to play it in a specific mode and in general The Haven games reward you for being aggressive more than they are award you for being defensive so if there's a nice mirror design with this in the other card but I can see why the the attack one is just so much better seeming absolutely yeah so you know I think that Frost Haven has made it so killing enemies immediately is not as valuable but still you attacking people is better than defending and so um the other one is just strictly better in my opinion cool let's jump over to smoldering hatred which is the from downtown attack yeah yeah I don't in short I don't like this card uh I love the way this card looks so it's like okay you can do two damage to one thing at Range four or five you can just you can muddle yourself for this attack and this is before you attack to add plus two damage which can be fine okay maybe you want to attack something at four Range four range five but then you can also curse yourself and muddle yourself to gain an extra hex and again the times where they're exactly in that hex or in Side by Side and being able to do the damage I think has not been super great for me um I've carried this in my kit but I've found that it definitely does not do um it does not do what I wanted to do got it at the so the model yourself thing you muddle yourself then have muddle during the attack and then it lasts through your next turn as well it's like a or is it yeah because anytime anytime you take a status on your turn it doesn't expire until the end of your next turn and so like it's it's like two turns of muddle which is just really really bad unless you have a way to cleanse uh the metal off of yourself and then the bottom here is like a hilarious escape button I guess like you guys stay here and I'll run away kind of thing yes uh so you can um immobilize two people within uh that are next to you and then you can basically run away um I might have used this a handful of times but um I I think I often don't carry this in my kit I see so in general oh wait we got one more we got reshape the guides uh this card is fantastic uh absolutely fantastic um I think that rejuvenate can be so so important um so for example what you might do is that you might go in and melee tank a whole bunch of stuff switch to ranged mode and then you just reshape the guys and you're able to you know maybe get a little bit of loot but the most important thing is that you throw the rejuvenated on yourself and now that you're in the back line you can hopefully basically avoid things and heal you know two three four five hit points uh while you're hitting things at range and then once you're closer to full life you can maybe swap and you do a short rest you can then swap over and then be able to go back into melee mode and take some hits so I think that rejuvenate in terms of value is just like so good and being able to have that ability is fantastic um and then the bottom of this one is also fantastic and so interesting uh basically oh you oh yeah so you don't know how to evaluate it foreign yeah yeah so um it says you know during a short rests uh you can choose which discarded to lose um instead of losing a discarded card at random and you may switch forms the first part is actually not the most important part it's the second part that is absolutely critical because sometimes let's say that you just ran through you're like on your third your third or fourth cycle of your cards and you have no more ranged cards but you're stuck in melee mode having this card lets you switch into melee mode without having to do really awkward interactions or having to take a long rest so you can always switch when you do a long rest but um I would say that I almost never long rest with this character uh just because they have so many cards and the tempo you just want to keep on applying the tempo and moving and moving and moving and moving uh to be able to do things and by playing this card it allows you to be in the correct form that you want to be without losing the tempo of doing a long rest that makes sense to me I the the characters that have fewer cards you generally do want to be long resting just so you're kind of like keeping Pace with the rest of your party um and so this is the opposite right you have so many more cards than your your fellow players that just running through short rests and so improving your short rest in this way um yeah that's clever that makes a lot of sense to me so we are going to dive into the the level up cards so we'll start off course with level two and hung was just telling me that uh every time you level up one card is melee and one card is ranged how do you approach that uh so I've only leveled up to level five so far but I think I've taken a one of each uh with each mode um I think that given the fact that you're required to carry half of your kit uh in melee and half of your kid in range you don't want to skew too far onto one side and so I've typically been looking at the cards and just trying to find what is uh the best for my overall build and then kind of go from there um and it just has happened to be kind of one of each so like Melee ranged melee ranged up to level five um so the first one that we've got here is uh venomous barbs um this is amazing card like hands down absolutely amazing uh you have a wonderful initiative at 17 and it's really the bottom ability that makes this card so good so attack two poison at the bottom is just so good and pairing that up with I think what was it locust swarm or one of the other ones where you can do two attacks at two you know poison just adds plus one damage for the rest of I guess not the rest of the game but until the heel and uh you know at worst case it prevents uh them from healing hit points because the poison block said um I actually haven't used the top of this once um so the particular case you can get retaliate two within for everything within range two or you can disarm yourself and retaliate three for within with re range three and if you're at the front and you've got a swarm of things attacking you you can just absolutely annihilate a lot of those things especially if you pair this up with like a one or two Shields you're basically taking zero damage and then doing three damage to everything that's attacking you yeah um obviously it is just a handful of like flame demons all at once with you not having to do any work whatsoever oh absolutely yeah so conditionally venomous Barbers can be amazing and then the bottom here is just always consistently good yeah yeah I can see that and then Locust toast looks really spicy but my guess is you uh I mean you my guess is you took venomous barbs you don't have much experience with Locust toast but given how you were talking about the like formation of enemies kind of being in these clusters um some concerns about maybe being able to trigger that attack in the way that you would want to exactly because it's it's again the the the the if you curse yourself it looks like you can do a lot but how many of those are actually exactly at range two and three right because where you stand getting them to be exactly at range two and range three and only getting two damage on them it's just not not enough in my opinion and I think that um you know maybe if you were to upgrade it I think I don't remember if diamonds allows you to add an ability or if it's only adding damage to it but um I think that this card unupgraded it is just simply much much worse than venomous barbs bottom ability what do you get you get uh one movement and you can push two to everything um I think that can be nice to create space if I were to use this card I would definitely only use it for the bottom of the bottom ability um and you know I guess that this does kind of Empower your ranged um ability and you know I was just uh moaning about how nothing could be in range but being able to push everything to or up to two essentially uh could be good to get everything within range that you want but I don't know I think that venomous barbs is just consistently good whereas Locus host is much more situational yeah I could totally see that okay so then let's head into level three where we have I'll try to keep uh the ranged ones on the left side and the mandibles the or the mandible storm the uh melee ones on the right side so we've got uh dragonfly surgeon mandible storm at level three yeah so you've got this weird formation you can do three damage which is pretty respectable and mobilize um but you have to muddle yourself and then switch into ranged form so you probably want to play this uh at the start of your turn hit everyone immobilize them and then run away um for level three three damage can mobilize and muddling yourself doesn't seem that great to me uh the bottom ability is move three and shield two I think that's a very respectable amount of movement and an amount of shield with being able to buff it with ice or with sun but in general I don't think it did enough um now what I do like is the throwaway on the top of dragonfly surge so being able to do a lot of absolute downtown attacks oh my God you can do so much damage I mean I'm thinking this this is similar to uh one of the ranged attacks of one of the on one of the locked classes in gloomhave and being able to just do a one-time a throwaway attack and yeah I think that being able to do that much concentrated damage is just so beneficial um and then I think the bottom ability is also fantastic so if you need to add some Pierce you can add peers to all of your attacks you have to poison yourself but no big deal because that means that you can you know do a whole bunch of extra damage to uh High Shield minions um in the background because this is a ranged one with rejuvenate up so you might be able to to burn off that poison pretty quickly yep yep and yeah I think I've only used the bottom ability of this a handful of times oh so yeah so um if it wasn't clear uh in my build bar it's expensive barbs uh at level two and then I picked uh dragonfly surge at level three um yeah just the top ability is just a very very strong throwaway card yeah I can say that cool let's go on to level four if you're following the pattern of of melee ranged melee range you took the melee this level uh I did not actually take the melee at this level okay um this one uh so let's talk about the melee one um threshing Flair throw away card but you can do four damage three damage two two damage and generate a sun uh obviously this is amazing if you're able to poison someone before then you're just doing a whole oodles and noodles of damage um and then the automability um so yeah initiative 43 bottom ability lets you pull someone towards you and then you can Target other people to get them into melee range um the top ability I think I would not ever blame someone for taking this card I think that the top of the Liberty here is very very good yeah uh because you can just wail down a single enemy with all of that attack um but for me uh the reason why I chose this other one was um I really liked this um healing ability so uh being able to heal four on top uh and then being able to Target a second Ally um is really really strong yeah so healing eight uh was really really good and uh with the party composition that I had uh it was more important for me to provide support as opposed to melee damage we had a lot of damage in our party and uh having this but I think that well let's talk about the bottom card part of the card first um move five jump fantastic and then stun two within range one I think that's also an amazing throwaway car yeah like you can just get into melee range and then maybe you play something uh one of your arranged cards that lets you switch and then you jump in and then you can stun two and then you know have them immobilized but I definitely think that thresh and flail is a totally valid card and I would have no problems picking this one up I think thresh and flail also this is one of those cards that depends a lot more on your party composition um I think the the base classes in Frost Haven pushing and pulling is fine but I will say that there are a number of unlocked classes that really like when their friends can push and pull and so it makes a big difference I think in who else is playing in your party at the time that you hit this level yeah um one thing I'll note is that you are going to start seeing um the ability to be able to generate more mana and so here you've kind of got an exchange and in this one um on threshing playlists on the bottom and it lets you change a uh Sun into a fire or an ice and just as a reminder ice is used on the melee side and fire is used on the Range sites and then on the top of luminous descent it allows you to take a sun and then it allows you to generate uh ice or fire and so here is when you're starting to see a little bit more consistency in terms of element generation before the only way that you could actually generate elements is if you threw cards away or you happen to have somebody who could generate the elements that you wanted from your party but here you can now actually start to kind of self-sustain and you'll see how that comes into play with the level five cards okay um did you have any other did you have any other questions on this one I want to hear about the level five cards now yes okay so the level five cards we have uh formless Grace and we've got kindness horde um and so what we'll do is I'll just kind of mention the top and the bottom abilities of formless Grace and kindness horde so basically it says you know once during your turn you can suffer two damage to generate a fire or a sun and notice that this is always the opposite pair so when you play the melee mode it enables the um the one element that's consistent across it or the ranged and then um the bottom ability here uh it's the opposite where you can um have an adjacent Ally suffer two damage and then you can generate um some of those elements and so this starts to give you the ability to have a little bit more self-sustain you obviously have to take damage to be able to do it but um having the elements can really enable you to do bigger things um and you know what I don't know if I actually chosen this I think I leveled up to level five at the end of my last session and I haven't actually picked my cards I'm mid deciding so I get to decide on stream or decide on this video what I like okay anyways so formless Grace you get a one-time ability to heal all allies uh within range for or within range one for two seems okay uh probabilities move four and then you get toward yourself move forward jump is fantastic uh I definitely like that uh technus horde allows you to Grant one Ally within three two Shields and you're able to strengthen yourself fantastic initiative at 15 uh the ranged ones typically have slightly lower initiatives so having a 15 initiative on the Range side is fantastic uh and then on the bottom all adjacent enemies suffer two damage once during each turn you may have an adjacent Ally suffer for that hmm I don't know which one I would do here I think that I would probably lean towards the formless grace because I think that the move forward jump is like absolutely critical for this to be able to get into the correct positions um in particular with the four-person party having the ability to jump gives you so much flexibility to get into the correct position that was kind of my inclination too and if you were able to um I think that that Ward is a really cool new ability and pretty sweet for if you can if you can eat that ice to to get that on yourself so I'd probably also be choosing formless Grace if I was in your position yeah I think that it's good and then use it a couple of times as the top ability or the bottom ability and then you can always place the other one if you really need to generate those elements to be able to do things or heal a bunch of allies but yeah the move forward jump is fantastic got it all right let's get into into unknown territory and take a look at some other things so level six all right so what do we got here we've got a corrosive acids uh you can do two damage and you can cause yourself to be brittle and make everyone else brittle uh and then you can cause yourself not to be able to use items I don't remember what that one's called and then you can poison things uh remind me quickly on rules if you were to brittle yourself and you brittle the brittle would apply on the attack after the attack hits correct uh yeah so it's like you do the very last thing is brittle and Ward so it's after Shields after poison and stuff like that so having both poison and brittle is uh is painful yeah oh what I meant is um for the attack uh the attack would apply the brittle and the poison after the damage is applied on that's right yeah you're setting up for the next person to attack them wow but that's still really really good um it's pretty bad that you're putting poison on yourself and not and losing the ability to lose items but being able to put brittle and poison on up to three enemies I think that that's pretty dang strong and you've got a decent initiative um bottom ability is move three all figures uh uh gain minus two Shields the surround ball adjacent to you just like a rude you can be very good or very bad depending on what you're trying to do uh overall I think that that actually could be good because then you could basically set it up so that all of your enemies let's say all of those stupid Sprites or those demons uh you can basically effectively it's almost like an attack two for every single attack against um yeah if they attack multiple claims this this actually is a really really good way to get through high High Shield enemies and all of your allies can attack it without needing Pierce themselves that's that's pretty good I think this is a very very strong card but let's see how what I think about it on the other side uh up to two enemies at exactly range two or three first of all this card is called harudo therapy which is just I've never heard those words I don't know but now I'm excited to learn find out what it is can we google what the real is I have no idea what uh we have to know hirudo It's A genus of leeches in the family hiruday so it's a legion therapy great okay okay it's so funny that they didn't call it like bleach therapy but okay uh okay so what do we got here um up to two enemies at exactly range two or three suffer two all right can be nice heel self X where X is equal to the number or to the damage that enemy suffered with the damage ability so it's basically just a LifeLink life steal so if you're able to deal four damage you can heal four damage and then swap forms deal for damage heal four at a level six that's not that good I don't think I like it seems good to me because it's unlockable I mean it is also stalker it's unblockable okay okay let's see here uh very very slow uh you have at the bottom you have move three you can deal two damage only at range three and four and if you immobilize yourself you can immobilize if you curse yourself you can add an extra Target hmm wait isn't that great though because if you mobilize yourself you're in ranged mode and then you immobilize the enemy and they stay at range three to four for your other attacks for subsequent turn yeah I think that that is good but oh the the left side the corrosive assets and so both of these cards like being able to I think for my play style I would definitely lean towards corrosive assets but it sounds like you might uh you might consider doing herudo therapy yeah dude just to say that I threw leeches at people for sure that would be the card that I took this is the spiking me where I'm just like I just want to play the best card and you're like nope I want to do it for theme I'm gonna I'm gonna leech You Well maybe the level seven cards will suck and we could just get both the level six cards but probably not so let's take a look at level seven yeah these I think yeah level six both of them are pretty strong and to me what I think that you know Isaac and others have done a much better job at balancing the cards because I think that in gloomhaven they definitely I think that there were oftentimes very clear cut builds in terms of which cards to pick this one I definitely would lean towards corrosive acids but I could definitely see why for use for both of them it depends a little bit also on what you've leveled up in Prior levels I imagine because if you just keep leveling up melee stuff over and over again you're really gonna suffer when you're in ranged mode so I imagine that keeping some kind of balance there is is a part of the the decision when you're leveling up yeah yeah what do we got here we've got two pronged entrapment uh it's four damage okay and I think that this is um what I was saying before is that uh we are continuing to see more ways to generate elements and we're seeing that on both of these cards so you can do four damage oh that's interesting is shield on top you almost never see a shield on top yeah uh you can turn any element into both sun and into cold which is fantastic oh gosh the bottom ability here is you can push you can brittle and you can do a whole bunch of damage to or oh you don't actually do any damage you can brittle can Target up to four enemies and if you consume stuff you can immobilize and disarm wow that image seems really hard to pull off but the the ceiling of that ability is bananas if you hit four people with both effects on them you do a lot you do a lot you get to disarm them you get to immobilize them and then they're push the mobilized away from you and then if you're able to swap forms into mainly with your probability or wrestle pretty good it's very interesting that there you don't actually do any damage with that card though so it's just it's really kind of a setup turn and access no that's not fair because it's a setup turn and you get to basically 95 of minions disarming them will basically take them out for that entire round so yeah I mean there's so much work so you just wait until the bottom of it is a huge payoff or not and you just keep playing the top version of that card and you're totally good two prong seems great I mean the top position is fantastic I have no problems playing the top card because you get two elements of your choice you can use an ice and then you can even convert the sun into fire or sun into something else with one of your other abilities yeah pretty good all right let's see the alluring pheromones attack my heart just in terms of the name of its car it's like this is come on now so you want to use leeches and then use pheromones to kill people sexy pheromones for my leeches all right what do we got here so we can do three damage pull a bunch of people or pull up to two and exactly Range four and Range Five and you can hit this interesting pattern and do some of that hmm this to me seems only okay uh better at higher player accounts but only doing three damages so so and but perhaps I'm under evaluating the pull ability to be able to pull people in I it seems to me that the two-prong entrapment top is in general better um and then the bottom ability here what do we got we've got heel two you can rejuvenate and you can bless which is fantastic and then if you can consume those elements you can strengthen yourself and you can bless a second time and deal a whole Oh it sounded it's not damaged you heal everyone in that room helping everyone which is easier to set up than the bottom of the other one certainly um does this affect yourself I think no it would not affect yourself because you're the gray tile and so you would only be able to it's a it's not coded that way but it's effectively only can affect allies um that's pretty good and that shape is much much much easier to do than the two-pronged entrapment um I like the bottom ability of alluring pheromones but I think that the top of two-pronged entrapment is better I think that the bottom part of alluring pheromones is good enough and is really really strong that I would consider this just for the bottom ability of pheromones alone what do you think probably would wind up in a two player I would take out two prong because the odds that I can make alluring pheromones hit multiple targets at Range four and five and two player is lower but I think in a four player I I would lean towards a layering pheromones because there's more allies to hit with the bottom more likely to get multiple enemies that I can hit with the top which would turn that into an attack six if I can hit even two of them um so I I think this one really depends on the size of your party and I'm thinking about like all of the if you were to do bone shaper with this yeah and you had multiple you could basically add like the entire all of the blessings because like like bless two per Ally let's say they've got a couple of skeletons and one of the big boys you know less six which could be really really good um yeah I think in my party alluring pheromones would win out hilarious all right level eight both of these all right accelerated accelerated metabolism so you can either spin fire or ice to strengthen yourself and then you can attack three Target two and Pierce it's pretty good especially if you can uh strengthen yourself on your turn which then applies for the next turn uh very slow initiative but you can then also do a move six at the start of your next turn play bottom action of the card then lose this card it's really good that seems really good to me especially if you use a loose card right I mean the idea is that you play a loose card anyways and you basically it's at the start of your next turn oh that's really good but it looks like there's a symmetrical effect on the opposite side but yeah that creates a lot of tempo because you're able to basically just like Hammer them really hard with your throwaway cards right and you you have this odd circumstance sometimes where you have an odd number of cards for one of your builds right so you've got if you just even in the first lap right you have seven seven so you're not playing all the cards of one of your builds and this actually allows you to play an additional card um and it's probably true for most of the scenario that one of your hands of cards has an odd number of cards in it so this playing a third card here seems very good and as you said it kind of does the same on the other one here so it seems pretty spicy yeah that definitely can help you in the cycle I would say that the value of being able to use a card within a cycle is less important than like the tempo like just playing a third card is just really really big especially if it has a has a big impact um yeah let's see let's take a look at oscillating entity damage four uh only at range two and three at the start of your next turn play one okay basically the same effect as the bottom ability so move forward do something or move or sorry move six and do something or attack four and do something and then the bottom ability is move four bless yourself and then strengthen which one I pick I mean I think that these are both very pickable I lean slightly towards accelerated metabolism yeah the PS3 is really big yeah they both seem they both seem totally fine to me I think I'm inclined to agree but it probably I decide a lot more again these are what I've taken historically yeah cool cool look at the number nines to bring us out here all right harbinger of Ruin on the next four sources of damage from melee attacks targeting you gain Ward then the attacking enemy suffers five oh boy armor of agathis from DND that's that's pretty good [Music] um before you take the damage um I think so I think that's the end at least I read that as the intent the next word is the difference between melee I think so that's how I would read it too so basically let's say that you're taking a 10 point damage attack from a melee attack you gain Ward and you only take five damage and then the attacking enemy suffers five damage um although I think that one thing that makes us not as good as I thought is that it's only on the next five or only the sources of melee attacks um which is not I mean I think it's still very very good but it is definitely not just the next sources of mainly arranged attacks from you yeah but the bottom of this card also strikes me as just very cool it's a lot of damage there on the bottom attack yep uh um attack four immobilize and then retaliate two brutality two is Big that's very very good okay uh one thing to note also with Harbinger is that it's got fantastic initiative at 11. uh voice of Salvation three add plus two to all of their attacks and all enemies within range three add minus one to their taxes round oh my God that that could just change the entire game right there uh in particular if you have a lot of you know bone shaper with a bunch of allies or you have people with multiple you know AOE attacks adding plus two to all of them and it's not even a throwaway like wow um that seems good and then the next one is on the next four cards allies would lose to negate damage they instead do not lose the card oh wow like if you're looking for like a long sustained campaign and you need to support characters like that can really keep all of your allies alive yeah I mean I think that both of them are good I think that that should be a complete Game Changer and that the top part of that ability alone would want me to keep that I again think that the party comp makes a huge difference here if you're playing a four player game if you're playing with allies that have summons voice of Salvation is just Nutters if you're playing a two or three player game and you're not playing some in heavy classes I think harbinger of Ruin just does so much that I've just wanted to grab that that's true I mean I'm just thinking about like you know I guess I have three times the number of allies just in player characters in my game right yes it's like and that you know me being able to buff plus two to three different things and that doesn't even include summons is so big but when you just play with Aaron if you don't have a Summoner class voice of Salvation can be almost done yeah uh so actually let's talk Masters first real quick uh uh I've done one of the masteries which was lose at least one ability card at each round this includes uh playing permanent abilities or tossing cards away that one's actually pretty easy to hit uh as long as you're taking damage um and then switch forms each round I've tried a few times but I would say that I am the person in my party that is most reluctant to try uh to go for um battle goals at all costs uh and some members of my party names will not be said uh typically uh go gung ho for that and it means that I'm oftentimes uh doing other things to make sure that we don't lose switching forms each round it definitely can be done but I think that that's uh that's a more challenging one um when I play I typically like to do um lower variants and so I think the the first four ones that I've taken were the top four basically so we're moving the minus twos and then I also really like the ability to be able to remove the minus ones but uh to be able to change any element into any element is fantastic so being able to generate your own Sun being able to generate your own fire ice which is great um I also picked the add to plus ones and then push so that we can get things out of the way and also did the whenever you short rush you may remove one negative condition from an ally within range three um I think that overall the only ones that I don't know if I would pick are the brittle self and then the I think that all of these have valid uses um but I think that with the geminent uh it can be challenging because I think that even though I've removed all of those I still have negatives in my deck because I think it's one negative two and then what five or six negative ones in in the base deck um let's see there's 20 cards and six are negative so there's five negative ones yeah so I still have two negative ones inside of my deck and so I haven't been able to remove all of them whereas other classes you can remove all of your negatives um yeah I don't think that there's any strong one I think that the ones that have been most useful are the make any element into another element and that kind of gives you a little bit of a support ability whether to support yourself or to support other allies who need to um who need elements to be able to uh buff up their cards what do you think about the weird text ones at the bottom like the the double uh the Performing uh a lost icon you can pick up a card from your discard pile uh um well so it's not you get a pick up a card you have to discard a card to pick up a card and so it allows you to play so basically it's the same tempo like you don't it's not like a stamina potion uh you basically are allowed to play another card and that could be very good if you have a strong card that you don't want to wait for the next cycle to be able to play again um I don't think it's worth the two check marks compared to everything else but you know maybe it could be better once I get stronger cards I guess I only just hit level five and well but you have to discard one at a higher level so I don't know that just seems like too much of a cost to be able to read the tempo I mean I don't know if there are stamina potions in uh Frost Haven we haven't seen any yet uh but uh it seems like if you have the ability to use a stamina potion like it would be much much better than that but maybe they're not and this is the only way to get something back yeah cool right on uh well hung thank you so much for for teaching me about the geminates uh are you are you feeling like you're excited to play this class for a lot more scenarios or are you eager to play some of the uh the secret unlocks that you found along the way where are you sitting at now you're at level five I'm at three out of four or three out of five on my personal Quest progress uh so getting there I think we've played like what 15 games so hopefully I'll be able to get my last two tick marks uh to be able to change classes I'm definitely looking forward to doing creative class but you know I think I've had a lot of fun this one has definitely hurt my brain the most to be able to try to do uh to be able to have the right cards in hand to be able to have the right positioning and be in the right you know spots to be able to hit them with my very range specific cards and um I definitely think that I want a lower complexity character and a little more chill character for my next one yeah yeah right on I mean even the low complexity characters have their fun niches I played at complexity character two that I thought had a really fun play pattern with great decisions so whether they whether it was complex or rules wise or not did not mean that the decision space was any weaker um so so I've I'm I'm definitely enjoying the frost Haven designs but thank you for walking us through the Gemini that was so helpful really appreciate it
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Channel: Phoenicks
Views: 3,398
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Length: 77min 14sec (4634 seconds)
Published: Tue May 02 2023
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