Hey folks, I am trying out a rework of the [b]Necroforager[/b] and I'd like your feedback! I expect to go through a bit of iteration with this one, so the UX is still in a dev-y state. I'll save that until I am more confident in the final state of the ability. [h2]Necroforager[/h2] [b]Was[/b]: "The first minion I summon each turn gets +1/+1 for every turn in which I sacrificed a minion." [b]Now[/b]: "I can summon higher level minions by recycling related minions." [img]https://clan.cloudflare.steamstatic.com/images//42541450/e0c4739e9bd698726e08fa66b0ea21cd035888d2.png[/img] Each turn, the Necroforager spawns a higher level minion that can be summoned if you recycle minion(s) that match the base subtypes of that minion. [h3]Redesign goals: [/h3][list] [*]Preserve her "recycle matters" identity, while providing a more interesting gameplay experience than "here's a bunch of extra stats" [*]Reduce some of the chore-like behavior of making sure you've made your sacrifice each turn [*]Provide an opportunity for players to explore new strategies and gameplay loops that make the forage feel distinct from the other necromancers. [/list] This ability is powerful, as it can result in a lot of free resources if you line up your recycles, and so I may need to nerf the summon by re-adding a bit of a skull cost for higher level minions. That said, I am mostly interested in the experience of playing the necroforager. Does this 'sacrifice to summon' ability result in interesting runs? What could make it more successful. As always, let me know in the Discord or on steam discussions! Happy Harvesting!