mostly went for a lower curve and more proactive incentives where possible. Most games ended up rather grindy and aggressive decks didn't get through. Might also be player preference though
some more grave hate
no interest in to "blood matters" cards, but a few blood tokens generated at the side fit well with the madness theme.
Specific Choices
- Bloodtithe Harvester is actually a good aggressive and versatile card, as well as working well with early madness, but I prefer the madness payoffs
Other Notes:
- Black still has too many threes
- not sure about the amount of ramp in green. Does is fit here?
-White could use some more efficient flieres