Editing Stay This Madness (7R48)
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The first problem is that Stay This Madness is a very unreliable gamble, as you try to guess at the beginning of the turn whether this card will help you at the end of the turn. If you kill all the minions on your own? Stay This Madness is useless. If one wound on two minions isn't enough to enable a double move? Useless. If your Fellowship is too beat up to attempt a double? Still useless. Even if it's a do-or-die turn and any contribution in regroup is a help, {{C|Gandalf}} culture already has {{Card|Out of the High Airs}}, which is much stronger and doesn't have to be played speculatively. | The first problem is that Stay This Madness is a very unreliable gamble, as you try to guess at the beginning of the turn whether this card will help you at the end of the turn. If you kill all the minions on your own? Stay This Madness is useless. If one wound on two minions isn't enough to enable a double move? Useless. If your Fellowship is too beat up to attempt a double? Still useless. Even if it's a do-or-die turn and any contribution in regroup is a help, {{C|Gandalf}} culture already has {{Card|Out of the High Airs}}, which is much stronger and doesn't have to be played speculatively. | ||
You can make this card (arguably) cheaper and a bit more reliable by playing it from the [[discard pile]] in the regroup phase with {{Card|Treebeard, Keeper of the Watchwood}}. (In this way, it's a diluted version of the [[Fruity Loops]] [[combo]] with the now-[[X-list|banned]] {{Card|Steadfast Champion}}.) But that's still much, much weaker than Out of the High Airs | You can make this card (arguably) cheaper and a bit more reliable by playing it from the [[discard pile]] in the regroup phase with {{Card|Treebeard, Keeper of the Watchwood}}. (In this way, it's a diluted version of the [[Fruity Loops]] [[combo]] with the now-[[X-list|banned]] {{Card|Steadfast Champion}}.) But that's still more expensive and much, much weaker than Out of the High Airs. | ||
The other cards in this cycle are {{Card|Dark Ways}}, {{Card|Leaving Forever}}, {{Card|Scouting}}, {{Card|Guarded}}, {{Card|With Strength to Fight}}, and {{Card|Pressing On}}. | The other cards in this cycle are {{Card|Dark Ways}}, {{Card|Leaving Forever}}, {{Card|Scouting}}, {{Card|Guarded}}, {{Card|With Strength to Fight}}, and {{Card|Pressing On}}. |