Power Escalation

```

This Vital Troop is the only vital that would like to be in the front row, sad is to say although it is unique, it lacks the survivability that the other vitals have.
AN Score = 6/10
```
DEF- The Fortress

```

This vital building is much better than the predecessor of it, it is an improvement for the DEF as a whole making
cannon-ball markers a non-issue
AN Score = 10/10
```
Pierre, Lord of the Botflies

```

This vital is completely outmatched in it's own archetype by a vital that came out before, especially in Power Escalation.
AN Score = 1/10
```
Tower Watch

```

This one is a weird one, although it is 4 gold each turn after the first, it also makes 1 dmg for free during each battle phase.
AN Score = 7/10
```
Twin of Heart

```

A solid idea for a vital, the question was "what if there was more than 1 vital" and the answer is really good, it adds the versatility of healing and guaranteed damage at the cost of health, specifically for Twin of Heart i believe you have a better chance with Solo Heart than solo twin
AN Score = 8/10
```
Twin of Soul

```

Now Soul is the worse of the two vitals because the second Withstand doesn't matter if you remain at 1 health.
AN Score = 7/10

Skills
```
Fake Out

```

This is the greatest game ending skill in Goldburn.
AN Score = 10/10
```
Desperate Struggle

```

This is not the greatest skill as it only substitutes as a Withstand marker, while it can save your very own vital it is only one use, it comes in clutch, but I don't drive manual.
An Score = 7/10

```
No One Left Behind

```

This is a free fakeout, nothing else to say.
An Score = 6/10

Acts
```
Fake Out

```
```
Longshot

```
```
Power Escalation

```
```
Thunderstruck

```
```
Will of the Marytr

```

Troops
```
Avatar of Hot and Cold

```
```
DEF - Dreadman

```
```
Deus Fisher

```
```
Deus Striker

```
```
Dread Broughtflies

```
```
Forged in Iron

```
```
Forged in Tungstan

```
```
Mind Eating Goo

```
```
Minerva, Electromancer

```
```
Oddly, Specific Hunter

```
```
Pyromaniac

```
```
Reaper of Dread

```
```
Shark Bait

```

Buildings
```
DEF - War Machine

```
```
Watch Tower (Colored)

```
```
Investor's Cache

```
```
(Drip) Watch Tower

```

### Overall Score

With the introduction of more powerful cards came the introduction of necessity, when the other sets came out they focused on new strategies while this one just made those strategies less likely to be played since they are less effective. The introduction of poison counters that dread is capable of is dwarfed be the fact that only two troops are played, that being nox and dread broughtflies, this set may have upgraded the niche genre that is the DEF and forged, it made them generally better instead of uniquely better.

The newer cards that were introduced have been absurd in damage output. Avatar of Hot and Cold (9 dmg - 2 gold and frozen counters remain active), Minerva, Electromancer (21 gold to win game, 22 if the opponent has Withstand), Shark bait is slightly weaker than soul hunter, and the forged cards adding strength markers creates this monster that deals 4+ damage when paired with forged in tungstan. But that was the goal of this season, to speed a 17 minute game to be faster.

AN Score = 7/10 "Too much damage."