Thread:Jesteban360/@comment-25542469-20180601122814/@comment-1635573-20180601155112

Well I'm interested in what is activated at the end of the turn but it would only be to recover costs or force the expenditure of the opponent's resources, you could have Ever After activate after the unit attacks or boost, so you could have more attacks or give power to other units. Now if I had to choose between the three options for the conditions, the 1.5 would be the best because with the first it would be a version of Ritual easier to get, while the 2.0 is more complicated because if you have very high numbers like Ever After 5, You would retire many units which could reduce your hand by risking the defense or calling a lot from the deck increasing the risk of the deck out. So in my opinion the 1.5 (Cards put in the drop zone during the turn) is the best, although it is recommended that some of your units your skills have as costs to place lcards from the drop zone to the bottom of the deck to avoid the deck out and be able to have a synchronization between the drop zone and the deck.