Last night I played with @Jeremetroid and it occurred to me that, after nearly a year, we’d never even considered using the map cards. So… we did! In the interest of fairness, we picked our colors beforehand (him with Black, me with Red) and then picked a map card at random.
Game 1: Bloodbowl. Bloodbowl benefits Black far, far more than it benefits Red. There were a lot of skeletons that game, and Lich’s Bargain was teched but never played.
Game 2: Mystical Forest. We hemmed and hawed for a good five minutes over how to interpret the card’s phrasing (Should “whenever you would ready” also refer to already-ready cards being readied during the ready phase? Or only cards that are exhausted when they to be readied?), and decided to play it such that you’d have to trade off “going from exhausted to not exhausted” for “get a + rune.”* The end result of this was that units weren’t really affected too terribly much (Black and Red units don’t tend to survive combat), but heroes became more or less indestructible except WHOOPS PLAYING AGAINST BLACK
*When I brought this question up in Discord today to get the official ruling, the response was, and I quote: “uh idk, which should it be?” So it remains unresolved, with the question being whether you just have rapidly escalating power creep or whether you go with the map card not actually doing that much.
Here is a thought experiment regarding the
MtG Rules Lost Temple map card. @Jeremetroid may have more or less solved the game under these rules:
Turn one, worker 1. play nothing.
Turn 2. do nothing.
Turn 3, spend 8 gold on boosted feral strike without needing a hero or tech building.
Then 2 t-rex (who obliterated two untils on arrival) crush your base
What, if anything, can the other player do to defeat this strategy? Let's go nuts. All I've been able to come up with so far involves Blue teching in two Patriot Gryphons and just straight-up paying their printed coast, but they aren't all that powerful by comparison…