Let me start by saying that I really like what the team has done with Gauntlet and its current direction. The goals are clear, which makes me excited about its future.
However, I'm not as enthusiastic about Ascendant, even though it's my favorite mode. I preferred the previous version when we had augments in our deck. While I agree there were issues with the augments, removing them wasn't the right solution. The concept was solid, but the implementation had flaws.
For example, instead of having multiple augments with varying costs (20g, 30g, 40g), we should have a single augment for each type with a specific price tag. For instance, a meteor augment could be 100g, a verdant augment 50g, and a +100 health augment 10g. These are just random values to illustrate the point. Unique price tags would simplify balancing: if an augment is always played, its price can be slightly increased; if it's never used, the price can be reduced.
Comparing the two game modes, Gauntlet is easier to understand, with more RNG events, making it accessible for newcomers. Ascendant, on the other hand, should offer more control and opportunities for strategic decisions.
Reintroducing augments would enhance decision-making and reduce the movement of illuvials in the later stages of the game, because you would have a strong alternative to simply move everything. This approach aligns with our work on Gauntlet, making it similar to games like TFT, while Ascendant would be more akin to traditional card games.