Quote Originally Posted by Hozomeen View Post
Yeah, "Peasant" was just what I came up with on the spot, haha. My first idea was to just have a 2-1 split give a weaker form of Astrodyne, but I think a third card would be more on theme.

You are right that this would make for very potent 2 minute windows. I guess the concrete power of the ability would need to be carefully balanced. You seem to be generally in favor of having it work this way in principle, though. Right?
I wanted to incorporate Sleeve Draw into my proposal, because I think it would be best for one of these to be available in the opener.

I think Astrodyne in its planned form is another instance of pretty bad RNG. It's RNG that allows no real way to interact with it. Sure, you can reroll. But in the end, there's only one way to get lucky, and if you don't get it, tough shit. Therefore, I don't think it should even necessarily stay in the game, much less be passable. Placing haste buffs on other players has historically been mostly a source of awkward interactions and janky rotational timings.
I may not have been clear with what I wanted from Astrodyne. I don't necessarily want Astrodyne's current iteration as a passible buff, but rather I want the cards and seals I'm working toward be something I can pass to another. That's how AST plays. It has low personal DPS to make up for the strong support it provides. Your proposal captures the idea of what AST wants to do, pass damage buffs, but still accounting for what the devs want from Astrodyne, personal AST damage, in one go. That being said, your proposal also accounts for bad RNG by still guaranteeing a damage buff, which current Astrodyne does not. We can now more accurately account for AST damage being either a 4-5% DPS increase every 90~s on top of the extra card DPS ~30s. This allows us to better prepare who gets the big Minor Arcana buff when while still having some RNG with the general card usage. This is the best of both worlds.