I realized that the colors of traditional cards are based on elements, but the mercenaries’ colors are based on distance. Red is the closest, Green is the midrange, Blue is the farthest. So, no more worrying about posing opposite colors for better effect. They can fight the same color portrait.
That used to be the way of things when Classes had actual roles. This Team 5 has perverted that until it really doesn’t matter any more.
I always thought it was a clever pokemon reference of Grass Water and Fire. In that Rock Paper Scissors way of one is super effective on one but not the other.
Serious question: since you seem to dislike the way the game has moved away from its roots, have you tried giving Classic a spin?
I play standard and duels. Isn’t classic just the cards you can’t play in wild? So, classic is the original game. It looks hard, because it has fewer cards.
Back to the topic, Is there a role advantage in mercenaries when it comes to distance? I know there is a difference when is says attack, or damage, because of taunt. I realized that unless it is role specific, there isn’t a role advantage, like with Captain Hook tuck. There is just the difference between attack, or damage. So, there is a possibility of a new set of cards.
Does anyone know what the black border is for? I know that green means both. So, does black mean neither? How does neither work?