Something interesting that has come up from the combo decks recently is people asking whether or not combo decks belong in this game. When you look at other games like Yugioh or Magic, nobody complains about them like we get in Riftbound and I think this stems from the design of the game.
In Yugioh or Magic, you can lose the game whenever your life hits 0. In Riftbound, you typically can only lose when your opponent hits the point cap, most often 8. With being able to score only 2 points a turn, sometimes 3 through means like Yasuo WindRider, Baron, or similar cards, players might feel cheated when you win from 1 point off Gutter or a Renata loop.
While there are other factors such as combo decks taking too long to win, or not really playing the game, this is a big one I feel people aren't talking about. I'm curious on how Riot will address combo decks and if they think they're okay for Riftbound. Personally, I think combo decks are cool and reward good play as they're often hard to pilot, but I definitely see the other side's opinion as well.
@Mikey_does_art Grimm 1st fight is nice, 2nd one.. was brutal!
White palace was a thing too, I know there is path of pain but I was not up for that on my 1st playthrough. Silksong music hits very hard!