Im trying to figure out why darkness/death are even in the game. They are severely UP (at least the starter cards are) when compared to other colors. For example. Gravity pull completely negates creatures that do poison counters. So a nightfall + 5 scorps does 0 counters as long as they keep a gravity pull creature healed.
And the errata on the card reads "Damage redirects" to that creature. That means the damage had to have happened which means the counters should still stack prior to the redirect. But i guess this game is not nearly as well thought out as mtg
@ Blake
The hit percentages are fine. At 25% that means you have a 1 in 4 chance each swing every swing. You miss once it is still a 1 in 4 chance the next time. Your odds do not get better each time you swing. Also, if you are using a 25% chance to hit then you are fighting creatures that are to tough. Do the mystery run a few times and get your skills up.
Add in more than one type of "spike" with differential speeds. The same constant steady speed makes it to predictable.
Increase the point need per level. Like +50 from 1-2 + 100 from 2-3 + 150 from 3-4 and so on. Late game the levels just roll by fast. Levels 5-20 happen about as fast as 1-5.
But yeah, decent for your first go... reminds me of the old watch games back in the 80s
fixed in build 16