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Hey GrungusSprungus,

Thanks for the great feedback. I'm hoping the Cinder deck issues will be corrected in the next build so it doesn't feel as unbalanced. I've gotten a lot of good advice from everyone commenting and everyone saying the same thing definitely tells me where the issue is. 

On the size mechanics: I am 100% implementing a lot of features similar to what you said that won't be intrinsically built into the mechanics, but are instead part of the affect of the card to not bloat the rules system and what will need to be memorized. I too am wanting some more size based relevance so I promise you it will be incorporated at a higher degree in the future.  For the view port, my final goal is to hopefully scale things out to km/miles and beyond for characters or followers that can hit mega/giga sizes.

The one note you put in here that I found myself doing as well was that the game would pause and I wouldn't know why only to later realize I have a relevant reaction that it wants to know if I want to play. I'll add this to my list as I like that one.

My hope for draw power is later on, every element will have access to a card draw spell that makes sense for its colors so that no one will be stuck doing nothing for multiple turns in a row, but that just needs time as I get the features and cards in the game. It is on my list to resolve though for sure.

Haha. My two favorite things myself are those as well. Trying to survive to 10 vigor and getting a garter lamia double hugified to one shot cinder, and trying to get a flowering alraune as big as I possibly can. Normally Cinder deals with it before it gets too big, but at 140m, you're probably seeing only feet at that point.

Thanks for taking the time on your comment.