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3 Comments
Why prometeus mine? It is actual card disavantage, T1 you are down 1 card 1 ressource, T2 you gain 1 so its down -1 card 0 ressources, T3 you are now at -1 card, +1 ressource... plus it is limited.
Playing something like Synapse link would be much better, at least with that you card an extra card every turn.
So I have realized the Swarmlord's Sig. Squad is actually really good and letting you lock down command. Even so this deck requires a lot of resources to run properly. I was considering Synaptic Link but it is 2 cost and shifts the curve up. I am not sure is digestion Pool will do as much work as i want it to and I am worried about the infest mechanic letting me down. Since there are now cultists like cards to sac for resources, pro mines was it.
As far as the mines being a card disadvantage. I don't disagree, but the resources are independent of the command struggles which I really like with all the heavy small unit spam choke decks in the meta. Also since resources are not discarded at the end of the turn you are still netting 3 resources over the game and this game does reward long term planning unlike other games. I am not sure if anyone has done an evaluation (or can) of the comparison of resources to cards, but that would definitely make this a more shorter discussion haha.
Promethium Mine has its place, and that place is in a Calamity deck with support synergies. I agree it doesn't belong here.
Even if the ideal net result is -1C+3R, that takes so many turns to get to, and that creates tempo problems.
I'd suggest replacing them with 2x No Mercy, 1 x Predation.
No Mercy is a great include for any Stalking Lictor deck, as the Lictor rarely sees combat so exhausting it is no big deal. 1x Predation is great for keeping infestation going for the Harpy and Dark Cunning.
I'd also trim your Elite investment as you simply can't afford that many (and no, Promethium Mine does not solve this). Cut it down to just 6 elites max, probably 4, and things will go smoother.
Broadly, what you've done here is you've rear-loaded your game. You've got lots of potential for power in turns 5+ of the game, but probably at cost of losing planets 1-4. If the icons don't give your opponent a win on the first 4 planets in themselves, they can still probably muster enough strength to win 1 of the last 3 planets, and take the game.
Swarmlord is already a rear-loaded Warlord, as he takes 2-3 turns to gain momentum. You don't need more force added there, you need more punch up front, to compete the early game.
Another option here would be a straight warlord swap: OOE is a front loaded warlord, vulnerable to spike damage in the late game but hard to stop early on. He's a much better choice for the big Elite finisher (usually a regenerating Harpy), as that presence helps cover his late game deficits.