After playing about 50 games with this deck, I absolutely love it. You are 100% correct about the early game Befuddle. Having 1st turn with Befuddle in the opening hand usually leads to a turn 2 & 3 that feel like straight up BULLYING For the opening hand I prioritize 1 Befuddle, 1 Fairyship (or bayou), and 1 inkable card for turn 1 (my favorite is Casa Madrigal). Bonus points for having a Mine. Best case scenario, the other 3 slots are filled with characters - preferably 1 drops. I realized that I ink the Casa Madrigal’s A LOT, especially early game. This is literally the only card I have thought about testing other options. Like you mentioned, they are good 1 drop synergy with John Smith and are useful mid/late game, but I’m considering subbing them out for 4x Map of Treasure Planet. I don’t always have a John Silver or Library in my hand by turn 3, and I feel like getting one of these Maps out can be HUGE for the turn 4 Mine/Knight moves. The Map can easily pay for itself within 1 or 2 turns, allows for free buffs for John Silver, and adds one more thing to your opponents list of things to deal with.
It's an interesting consideration. I think the problem is that the only card I could see cutting for it is the Library and the Library is very strong. Then the 2 ink move cost is expensive enough that it's hard to get the effect off most games. Certainly a possibility, but it's hard to find a place where it slots in.
Going to test this out tonight! Thanks!
After playing about 50 games with this deck, I absolutely love it.
You are 100% correct about the early game Befuddle. Having 1st turn with Befuddle in the opening hand usually leads to a turn 2 & 3 that feel like straight up BULLYING
For the opening hand I prioritize 1 Befuddle, 1 Fairyship (or bayou), and 1 inkable card for turn 1 (my favorite is Casa Madrigal). Bonus points for having a Mine. Best case scenario, the other 3 slots are filled with characters - preferably 1 drops.
I realized that I ink the Casa Madrigal’s A LOT, especially early game. This is literally the only card I have thought about testing other options. Like you mentioned, they are good 1 drop synergy with John Smith and are useful mid/late game, but I’m considering subbing them out for 4x Map of Treasure Planet.
I don’t always have a John Silver or Library in my hand by turn 3, and I feel like getting one of these Maps out can be HUGE for the turn 4 Mine/Knight moves.
The Map can easily pay for itself within 1 or 2 turns, allows for free buffs for John Silver, and adds one more thing to your opponents list of things to deal with.
You should add Sorcerers Tower. It's an believably powerful card that can double your lore gain in a turn if you have enough ink.
It's an interesting consideration. I think the problem is that the only card I could see cutting for it is the Library and the Library is very strong. Then the 2 ink move cost is expensive enough that it's hard to get the effect off most games.
Certainly a possibility, but it's hard to find a place where it slots in.