Explo teams too popular - balance offer

I see like explosive compositions are most popular in game now. This will demonstrate the imbalance here, and I propose changing it. The easiest way to counter this would be to introduce a new type of special stone: the mine. A mine deals damage to the army that activated it with its explosions.

Mines can be cast on the board as a unit spell or as a trait. Therefore, each kingdom should be given at least one unit capable of producing such mines.

Of course, this isn’t a strong counter, as explosion teams often start with a fully charged Leprechaun. However, it’s still a counter if the fight drags on and doesn’t end in the first chain of infinite explosion repetitions.

Please consider this.

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There’s ways to make a trait that would counter an empowered exploder, easily, using mine gems:

Trait 1: Create 2 mines at start of battle

Trait 2: Create 1 mine at the start of my turn (assuming you’re taking the first turn)

Trait 3: Create 1 mine whenever a troop gets full mana (including empowered troops)

Trait 4: Create 1 mine whenever an ally or enemy casts a spell (before the spell takes effect)

Trait 5: Create 2 mines whenever my team gain 10 gold (paired with the gold node in the rogue constellation of the astral spire, this would trigger at the start of battle, before either team gets a turn)

Trait 6: Create a mine whenever a status effect is applied to an ally (paired with the Serendipity trait in the Knowledge tree of some classes, such as Geomancer, which apply a status effect to an ally at the start of battle, this would trigger before either player takes a turn)

Trait 7: Create a mine whenever a status effect is applied to an enemy (paired with the Snap Freeze trait in the Water tree of some classes, such as Frostmage, which apply a status effect to an enemy at the start of battle, this would trigger before either player takes a turn)

Trait 8: Create a mine when I match 4 or more gems (assuming you are able to do so within the first turn, using another troop to convert or create gems, if necessary)

Trait 9: Create a mine at the center of the explosion whenever a gem is exploded (If you bring leprechaun and cast it, the battlefield would then be full of mines for the enemy team to deal with)

Trait 10: Create 2 mines whenever I cast a spell (combined with empowered would allow you to start the battle by casting this troop and also creating mines, as long as you get the first turn)

  • Or you could just have an empowered troop with a spell that creates mines, as long as you get the first turn.

So, there’s a bunch of possible options. Dunno if they’d add a gem like this. Closest thing right now is the Trap Gems, which always target the player in underspire trap rooms. And given the next astral spire board has a capstone node to reduce mana from exploders, they might think that’s enough. But a mine gem would force players to be more tactical. And targeted exploders (like Goblin Rocket) would become more useful than the random exploders, in some cases.
I wouldn’t stick mines in every kingdom, but definitely in a bunch of them, and have one kingdom have more of a focus on them. Possibly Adana, if they aren’t going to add more kingdoms anytime soon. But I like the idea.