product suggestion
nerf or remove the heist mechanic in alchemy.
it's extremely difficult to defend against if the cards to destroy/exile aren't in starting hand or are stolen by the heisting cards. ideas:
- 1 random card instead choice of 3
- choice of 3 with lands included
- make it more expensive
not sure about other players, but i have a near 100% fail rate against most heist-themed decks, to the point where i'm considering throwing the match every time more than 1 lootmonger, grenzo, or triumphant getaway shows up because they inevitably strip away any means of countering them after more than a few turns.
understand it's not that successful in a competitive setting against specific deck types, but it's extremely disheartening to see my own creatures exiled/destroyed with my own enchantments.