Here's the list of cards for The Morgul Vale. Let's take this as an example and examine whether the cards are broadly playable in theory. Of course we'll make abstraction from the faction/color restrictions.
- Hidden Cache (Needs support obviously, but is free from trait binding. Really like this card btw)
- Lay of Nimrodel
- Ered Nimrais Prospector
- Pelargir Ship Captain
- Scroll of Isildur
These are all still somewhat thematic, yet are universally playable. Scroll of Isildur has a beneficial effect for dedicated Lore decks, but seems playable enough for 2/3c instead of 1c.
Forth Eorlingas! (Maybe one high-attack Rohan hero is enough?)
Spear of the Mark (Condition is to have a decent number of Rohans - probably 4 for every spear)
Steed of the Mark (Rohan or Gondor makes for a broad enough use I guess)
Visionary Leadership (Gondor Leadership Hero, which I'm guessing aren't available by the hundreds. In the movies they were lacking leadership anyway )
These are exclusive to trait decks. Including these cards in packs is fine of course, but let's have future expansions contain at least 4 or something cards like the ones listed before. This expansion, for one, seems fine. But I've seen some that contain cards that are just crap outside their narrow playing frame. 5/3 is may be a better ratio though.
But maybe I'm just a little too critical. In the end, the game is way different than other LCG's in the sense that the focal point of it is the adventures/quests. Your deck should always be optimised for the quest you're actually doing, and not for internal consistency like other cardgames. We know what we're up against. Gameplanning is functional to the quests. This demands some traits-based cards. I tried the approach of just making a balanced consistent deck and running it through all the adventures like a story, but the game forces you to make certain changes. I guess that's why it's a deckbuilding game.
Edited by Marginal0, 03 February 2014 - 05:11 AM.