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Author Topic: MACCGG - Team 1  (Read 6705 times)

NUKE9.13

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Re: MACCGG - Team 1
« Reply #135 on: November 17, 2024, 01:02:14 pm »

Only a few tweaks compared to last turn's decklist. Swapped Quake for Lightning Storm, Horrify for Bought Peace (mainly to test it out, I feel like it's actually notably worse without the secondary use), one additional Reporter and one less Hoarder.
E: Swapped the DQTs for Golds.
E2: after two test matches (and realising you can't manually unequip), I have swapped the Bought Peaces back for Horrifies.
« Last Edit: November 19, 2024, 12:51:41 pm by NUKE9.13 »
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Megam0nkey

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Re: MACCGG - Team 1
« Reply #136 on: November 20, 2024, 03:19:26 am »

« Last Edit: Today at 12:30:49 am by Megam0nkey »
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TricMagic

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Re: MACCGG - Team 1
« Reply #137 on: November 20, 2024, 02:15:37 pm »

Appeal for next round-

Infested Basket:
When this card enters, Spawn 1 Drone.
At the start OR end of your turn, if you control less than X Drone (T): Spawn 1 if it does not overflow the limit.
X is equal to the number of Infected Baskets you control +1. You can only resolve this card once per turn.

Not to mess with deckbuilding. Basically this sets an upper limit to how many a single basket can spawn at once. At start of turn baskets produce. If they can't spawn any, it's check is moved to the end of the turn.



It is now next round.

Guard Tower: Reduce health by 1 to 4. Reasoning is right now it can't be killed from an empty board. With 3 attack it has no trouble clearing 0 cost summons, and can kill most early game things with a single powerstone buff, so I think it's slightly overpriced.

Territorial Snapjaw: Same deal. It's continuous two damage a snap. As it hits both sides it can go down to 5. Just feel these had a point too much health for the amount of advantage they can give. The reduction isn't going to effect cards with the strength to kill them normally. Other than Brutal being able to swing over it with a buff.

I'd also like to give Quake an All Disrupt effect on items. So it hits both sides just like the damage. And make it more tempting to use.
Or just make Quake common given the monkey is. But All Disrupt seems more AoE for it's thematic and gives it turnaround power.
« Last Edit: November 21, 2024, 06:28:23 pm by TricMagic »
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NUKE9.13

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Re: MACCGG - Team 1
« Reply #138 on: Today at 09:51:30 am »

Appeals:
Quote from: Bought Peace
I would argue that as it stands, the effect of Bought Peace would be balanced if it had no upkeep cost at all. That is, if the last line was stricken entirely. I do not want that change, however, as that goes against the entire theme of the card (and Market).

Instead, I have a couple of suggestions for changes to make it worth the upkeep.

Quote
Effect: You may equip this to enemy summons.
   Equipped summon's strength is always zero.
   At the start of your turn, pay 1 mana or destroy Bought Peace.
This would be similar to if Horrify didn't modify health. It would allow one to safely destroy the victim over time. The upkeep pays for the reusable nature. I don't like this option, because the theme of the card is supposed to be peace- but it would at least be worth playing.

Quote
Effect: You may equip this to enemy summons. You may unequip this manually.
   Equipped summon is Pacified ((cannot attack, block, or be attacked)).
   At the start of your turn, pay 1 mana or destroy Bought Peace.
This is what the card proposal was intended to be. I do not think this is overpowered. Manually unequipping still wouldn't let you reequip the same turn, so it's not something one would do lightly, but it provides longer-term use in exchange for longer-term costs.

Quote
Effect: You may equip this to enemy summons. You may unequip this manually.
   Equipped summon cannot attack or block.
   At the start of your turn, pay 1 mana or destroy Bought Peace.
This is the same, but without the niche use case of being able to protect your own summons with non-combat utility. I feel that having the same effect having different applications is a fun gimmick, but if that is considered to be too much, I'd at least want the ability to move the thing manually.

Quote from: Guard Tower
An immobile building being a summon capable of attacking, as opposed to an item (like Mercenary House, the Libraries, Recycling Center), is jarringly incongruous. The only change needed to resolve that is swapping the art.
or

Quote from: Titanic Clam
I won't argue the point that this doesn't feel like a Might card. But I will argue that the way it generates mana-generating spell tokens is needlessly complex, and unnecessarily confusing to the opponent. The card is pretty much the same if it just generates mana normally.

I would also argue that "can't attack" being a downside sufficient to justify "generates 1 mana per turn" is dubious, especially on a zero-strength summon that would rarely have a reason to attack in the first place. Knock a point or two off the health, I'd say.

Quote from: Infested Basket
Rather than an overcomplicated drone-cap, just remove "When this card enters and". Infested Basket is too strong, but not by a massive margin, and removing the immediate spawn should suffice to weaken it, I think.



Card proposals:
Quote
Name: Precocious Waif

   Cost: 5
   Type: Anime/Eldritch
   Class: Summon
   Subclass: Waifu
   Rarity: Unique
   Effect: You may not target Precocious Waif with your own cards, nor sacrifice her. She may not attack.
      If Precocious Waif would leave play, instead transform her into The Siren.
   Strength/Health: 1/1
   Flavour Text: I always wondered what became of the unfortunate little waif...

Name: The Siren

   Cost: Transform
   Type: Eldritch
   Class: Summon
   Subclass: Horror
   Rarity: Unique
   Effect: When this transforms, you may immediately take control of an enemy summon.
      If this has not taken control of an enemy summon before, you may take control of an enemy summon during your turn.
      The controlled summon has Haste and Guardian.
   Strength/Health: 4/7
   Flavour Text: The aquatic devils have remade the poor girl in their image!
   
Notes: Transform keyword: This card changes into another form. Its health and strength are reset. Any cards or effects attached to it remain, and it does not count as having moved to or from play in the process of transforming. The alternate form is not a token, and has the same mana cost as the base form*. In any zone other than the battlefield, a Transform card reverts to its base form.
   Also, the wording is a bit awkward, but the idea is that since it probably transformed during the enemy turn, you can 'interrupt' to ensnare something to defend it (as this is known to the opponent, there's no chance of the opponent accidentally continuing their turn, which is the problem with actual interrupt cards). But if there is no target, or no desirable target, the ability can be used later on instead (on your own turn, so no interrupt issues).
   
*suggestion: replace cost area on Transformed side with the following symbol:
« Last Edit: Today at 01:32:41 pm by NUKE9.13 »
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