![]() With your combat deck you usually pick a keyword to focus on and use that to get a few extra damage per card, and with negotiation you pick a color to focus on. My biggest complaint when I played (which was about a year ago) was that deckbuilding wasn't exciting enough. I think this is what makes Monster Train runs so fun - it feels like you're doing broken stuff every game, and at higher covenant levels you need to do broken stuff to have a chance. ![]() Monster Train gives you a lot of chances to draft/remove/upgrade cards during a run compared to other games, and these upgrades tend to be more impactful compared to other games. Runs are short and your deck gets crazy strong. Monster Train is unique in the deckbuilding games I've tried in how steep the power curve is over the course of a run. (This is a problem Griftlands shares with Vault of the Void, another Roguelike Deckbuilder that I think does enough interesting stuff to be worth playing around with but that fails to reach the same heights as the best ones) You can build decks that win, but in my (admittedly fairly limited) experience, it didn't feel like there were ways to put a deck over the top in the same way you can in deckbuilders I like more. ![]() The main thing about Griftlands that makes it feel less engaging to me is that for the most part it felt like it was hard to really 'go off', if that makes sense. I did do some replays of it, but based on Steam's numbers I have roughly 30 hours in Griftlands as compared to hundreds of hours in Monster Train and StS. That said, I found the writing on Griftlands was fun enough to justify doing a full playthrough with each character, although I didn't really feel a compulsion to do a bunch of additional runs like I do for StS/Monster Train. If you didn't enjoy Slay the Spire, I don't know that you'll enjoy Griftlands's gameplay much either.
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