I scored 190 first run, and second run... I got stuck in an infinite loop, where my deck was slowly growing, but the ratio of Strife to good cards was actually shrinking. I died to boredom, basically, finishing at 695. Battles go like this: 1) Redraws are super important. swift action, Archers Hold, All Hold, Improvisation are the best ones. 2) At the beginning of the game, dig for Swift Actions and Fireballs. All Halt is important to buy lots of time to cast lots of fireballs. 3) I can't stall any longer, so I do the best I can with my 6 cavalry army. Usually I lose... IDK, like 0-4. 4) Kill everyone but 1 guy, who slowly marches towards my base. Use All Halt and Zap to stall while I resurrect all my guys, get 30-90 materials off Magical Bounty, and play any Purges I have. My city build is pretty standard, I think. 2x Cavalry Dens 1x Shaman Hut 3x Keep 3x Farm When they're maxed out, just spam Influence over and over unless for some reason you have 0 strife, then I guess feast is okay. - I don't think new unit models are in the budget, but monster HP might need to raise over time. It seems too easy to clear max camps, which is the main thing that's getting these m-m-m-MONSTER scores. - Okay, sure, Cavalry > Warriors > Archers. But a larger problem than unit balance is the fact that you're so heavily rewarded for going only one type of unit due to the specialized cards for each unit and the fact that you can skip a tech building (HINT: farms are good!). So even with almost perfect balance, people are going to find the unit that's +1% better and then mass that as the only viable strategy. Keith is tinkering with a cool solution that makes Archers clearly the best unit, but hard to build. I wonder if he might also want to do a similar thing to Warriors: make them the worst unit, but you get them for FREE somehow. - Redraw needs to be nerfed. Like, maybe just -1 redraw on every single card in the game, ha.