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Arms Dealers and Patrons can kind of force you to pick attack/culture cards just to make themselves more efficient. Some cards without either of those may be needed depending on the situation.
Great Council is definitely a powerful card but also expensive and easily punished by heavy attack. In most cases it can beat an enemy with full culture since not only does it provide a lot of culture but it can also allow you to go heavy on attack cards. It's still a late card so it only appears in rounds 3 and 4. I think it's starting culture could be a lot more but provide less culture per distinct card since it's fairly easy to make Great Council a really effective card, in most cases it can reach 15+ Culture which is definitely a problem. It's still needed since a lot of aggressive play gets outscaled by culture i think it's a good card to catchup to early culture advantages since culture points are a pretty big thing. I Definitely like how the card is made to be high risk/high reward but it leans a little too much onto the reward side more than the risk, 5 defense makes it a lot less vulnerable than it seems.
Still think master thief is way too good, decides many games just on its own. For example if it steals a merchant fleet, that is a 22 POINT SWING from the 1 card. That is so out of line with everything else in the game (well except for the other 2 super good underworld cards, Lord of Decay and Graverobber Baron). And those types of Master Thief steals are not rare in round 3, even if often doesn't do that well (average swing might be about half that, so 10-11 points worth).
> *Originally posted by **[Levgre](/forums/715754/topics/695512?page=3#11009755)**:*
> Still think master thief is way too good, decides many games just on its own. For example if it steals a merchant fleet, that is a 22 POINT SWING from the 1 card. That is so out of line with everything else in the game (well except for the other 2 super good underworld cards, Lord of Decay and Graverobber Baron). And those types of Master Thief steals are not rare in round 3, even if often doesn't do that well (average swing might be about half that, so 10-11 points worth).
There are many 10-point cards in round 3, and Master Thief requires a combo to not backfire... so I think it's fine. If you have its combo, it's a no-brainer, though.
Graverobber Baron. Gold advantage is good. Locking down your opponent's choices is good. Doing both is absurd. This is what makes Valkyries and Blind Bolt Throwers very good. Doing both while also having a respectable 3 attack and 4 defense (which means one shot with Valkyries or Blind Bolt Throwers won't take it down).
There is no card that has that sort of continuous effect in the build phase. Fire Catapults is fragile and needs to stick around and simply destroys gold rather than stealing it. Danse Macabre requires an underworld card and is expensive, while also being fragile. Plunderers only hits before war. Guild of Artists is only self-benefiting and limited to only artistic cards. The closest thing is Lord of Decay, which requires a non-optimal card to combo with and only hits cards with culture, while also being more expensive; Lord of Decay has also been mentioned here in the past as a very good card.
Change options: Make it fragile? Maybe. 3 defense instead of 4 would make it vulnerable to Valkyries and Blind Bolt Throwers. Make it steal 1 instead of 2? That would leave it as a very good card but not an absolute game-winner.
Graverobber Baron is just right as it is. It's a unique card that adds a very interesting element to late game, and there are many ways to counter it. Don't let your opponent get training, block or knock out your opponent's skull cards, focus on pacifist cards so there aren't many ruins in the game... To make such an interesting card vulnerable to a very basic no brainer tactic of using Valkyries / BBT would be the worst thing developers could do to a game...
"Many" ways. There are literally two cards that knock out an underworld card (you don't get to pick which one it knocks out, and there's a strong chance they never show up). Your opponent is going to be gunning for training if they've guaranteed GB (which they will) and you can't keep them from pulling it. Blocking is more viable, but there aren't a lot of effective block cards. Watchtower and Scouts are widely accessible, with Fortune Tellers stuck behind high rarity. (and sneaky tunneller eliminates two of them, while also being a potentially more advantageous target for the single ability block Watchtower can provide). Pacifism is rarely a strong strategy and is at cross purposes with your "eliminate their training or knock out their skulls" tactic. You've also not even discussed making it steal 1 instead of 2, or having it destroy 1 and steal 1.