Alright! Analysis time.
The battles technically still haven't ended, but where we stand, we're at 2 losses and 1 ongoing game, with us having an advantage in that match. What can we learn from our defeats and struggles?
1: They can still just speedblitz us, as evidenced both by Stirk playing his entire hand on his first turn, and their continued abundance of cheap, rapidly-spawning Waifu. Their early game is insane.
2: Their mid and late game are less developed. They have their King of Steam and Assault Unit, but as potent as those are, they don't have the spammable and reliable Rusty Golem, the board-controlling Ushibo, and the unstoppable, undeniable Godzilla. In the ongoing game, the moment Godzilla dropped, the opponent immediately went all in on killing Godzilla.
3: They've focused on developing countermeasures to our token spam capabilities, this turn, with the Artillery Support sticky that clears tokens like nobody's business, and the Radiation Wave trick that hits
all Critters for 10. Surprisingly, they haven't gone too hard into destroying our many, many Stickies, but the Raider Waifu does have some of that direction. The fact that it can use Tea to use its ability makes me wonder if they have a way of getting Tea planned - or if they'll just use our own Merchant Marine.
4: We still have no draw or search, leaving us reliant on the luck of the draw.
5: The matches consist of a formula of the enemy team blitzing us with a storm of Waifu, while we try to hold on with our nonexistent early game. Our midgame is much better developed, and we can generate an
insane amount of Rads to cast that midgame with, but our lack of early defense and draw/search means that it's a tossup on whether we get there.
6: The Hospital is still great and they're probably gonna appeal it and the Lightning Rod. I anticipate Hospital getting some kind of nerf, but the Rod being fine, due to its limited applicability, and being Rare. They
might also do non targeted Sticky removal, but I honestly don't think they'll think of something that indirect. Though we'll never know until we see their next batch of cards.
Our priorities, as I see them:
1: Draw or search. Anything on this front would be an improvement.
2: Some early game defense. I don't think a wall is an incredible idea here, actually, because they generate Waifu fast enough to just batter down a wall, so it plays to their strengths unless we get really creative. In all fairness, being really creative
is an option, and always will be. Weird stuff is less likely to be predicted.
And a note - NUKE confirmed that the Fabrication Drone can be expanded to allow 2-cost Stickies and still be Common. So with that in mind, here are my initial proposals.
Name: Fabrication Drone
Cost: 0 Rads
Image:
Color: Yellow
Type: Critter - Drone
Effect:
When this Critter is put into play, you may search your Deck for a Sticky that costs 2 Rads or less, then put it on top of your Deck.
When this Critter is destroyed, draw a card.
Flavor text: "The harbinger of a consumed world."
Strength-vitality: 0 / 20
Rarity: Common
You know it, you love it, now with the feature that you all requested.
Name: Ring of Sparks
Cost: 0 Rads
Image:
Color: Yellow
Type: Sticky
Effect:
Once per turn, when you take damage from being attacked directly, select a random Critter your opponent controls and inflict 10 damage to it.
When this Sticky comes into play, draw a card.
Flavor text: "An implement of pest control."
Strength-vitality: N/A
Rarity: Common
A means of teaching them not to rely on 10-Vitality Critters.
Appeal:The modifier
quickplay can currently be used multiple times in a turn. This adds a frightening RNG element to the start of the game - if a player gets multiple quickplay 0 cost cards, they can very quickly fill their board.
Another consequence of this, that hasn't been explored fully yet, is that cards that allow high amounts of drawing are effectively summoning cards as well, so long as a quickplay card is drawn.
For balance reasons, I would like to suggest that quickplay be only usable once per turn. A player could play two quickplay cards by using their regular play as well, if they really wanted to, but that wouldn't be
using quickplay, it'd just be playing a card (that happens to have quickplay) normally.