Let's say you have a build that requires you to play hands in order to gain strength or economy (mainly scaling Jokers), but your hands and Jokers are so powerful that you win by playing just one hand. What if you could temporarily toggle Jokers on or off, so that you can viably gain strength?
Example A:
- Square Joker (ON)
- Green Joker (ON)
- Gros Michel (OFF)
Because you picked up Gros Michel within the first two antes, you're guaranteed to win any hand you play, and neither Square or Green Joker will not scale as efficiently. So, you would toggle off the banana, because you want to play a number of throwaway hands and to scale those two Jokers. At the last hand, you would toggle on the banana to finish the round.
Example B
Another example would be if you were trying to generate economy, let's say with To-Do List, and you wanted to toggle off certain Jokers that will automatically win you the round in a single hand.
Example C
Boss Blind: The Serpent
Initial Joker Setup:
- Blueprint (ON)
- Burglar (ON)
- DNA (ON)
- Baron (OFF)
- Mime (OFF)
- Brainstorm (ON)
- Plus any additional copies of Blueprint/Brainstorm
Instead of waiting through scoring animations to gain a certain amount of Kings in your hand, toggle off Baron and Mime until the last hand, order the Jokers optimally, then turn them back on to get your precious naneinf.
Caveats
Joker Toggles could end up being too powerful for their own good, so there's discussion to be had about nerfing them, such as having Jokers that can't be toggled (Juggler, Drunkard, Stuntman, etc.), or limiting the amount of toggles to a certain number. Another argument for some builds would be to not pick up certain Jokers for builds, like Square or Green Joker, but having Jokers in your possession until you're ready to use them is another.
What do you think?