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Author Topic: DIYCCG - Team Two  (Read 10931 times)

NUKE9.13

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Re: DIYCCG - Team Two
« Reply #120 on: November 06, 2023, 12:25:40 pm »

Was the wording for NIW be designed to stop synergy with ressurection-like effects. So many combos could have been had :( if she was able to be put into the discard pile, and then resummoned back.
Yes. Once she finally dies for real, she's immune to resurrection. She also doesn't do well if cheated into play some other way.
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Actually, when Nearly-Immortal Waifu revives and resets itself vitality; I don’t think that effect is considered to be destroying itself; so it wouldn’t gain Rads from Scientific Waifu. So that mean it has negative synergy if i’m reading that right, negative synergy with the first four cards we’ve designed.
Ah. I didn't think about that. That's unintentional. I will change the wording so that she will combo with ACSW.

Edit: This should have the right effect.
Spoiler (click to show/hide)
Edit 2: slightly clearer wording:
« Last Edit: November 06, 2023, 12:41:58 pm by NUKE9.13 »
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Stirk

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Re: DIYCCG - Team Two
« Reply #121 on: November 06, 2023, 04:31:04 pm »

NAME*: Banner Maid
COST: 4
IMAGE*:
COLOUR*: White/Red/Pink
TYPE-SUBTYPE: Critter - Waifu
EFFECT: Generate a Tea counter every time a card is played. May burn a Tea counter to give an ally +20 to either Strength or Vitality. Generate Rebellion every time a friendly Critter is Destroyed. Fall under the opposing player's control if Rebellion X 10 exceeds Banner Maid's Vitality.
FLAVOUR TEXT: Glory on the battlefield, defending the country...We joined the army for this purpose.
STRENGTH-VITALITY: 0/50
RARITY: Rare (3 copies max per deck)
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Crystalizedmire

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Re: DIYCCG - Team Two
« Reply #122 on: November 06, 2023, 06:00:49 pm »

I joined team 2 a while ago and never interacted and I felt bad so here's a suggestion.
Quote
NAME*: Canary in a Coal Mine
COST: 1
IMAGE*:
COLOUR*: Pink
TYPE-SUBTYPE: Sticky
EFFECT: When a critter would've been destroyed, this card gets destroyed instead
FLAVOUR TEXT: I'll sing you songs until the darkness does recede
STRENGTH-VITALITY: N/A
RARITY: Rare
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TricMagic

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Re: DIYCCG - Team Two
« Reply #123 on: November 06, 2023, 06:12:28 pm »

Would suggest 0 Cost given it also protects your opponents. It's a good idea though.

[quote-Edit]NAME*: Canary in a Coal Mine
COST: 0
IMAGE*:
COLOUR*: Pink/White
TYPE-SUBTYPE: Sticky
EFFECT: [Quickplay] When one or more Critters would be destroyed, they survive with 10 Vitality and this card is destroyed instead.
FLAVOUR TEXT: I'll sing you songs until the darkness does recede
STRENGTH-VITALITY: N/A
RARITY: Common[/quote]

Works with A Certain Scientific Waifu too. Can play it from hand along with it, and be reasonably certain it gens rads twice. The downside is it also protects the foe, so takes some care.
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Shadowclaw777

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Re: DIYCCG - Team Two
« Reply #124 on: November 07, 2023, 03:31:14 am »

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NAME*: Multiwaifuverse Portal
COST: ?
IMAGE:
COLOUR: White/Pink
TYPE-SUBTYPE: Critter - Portal
EFFECT: Whenever a Waifu goes to the discard pile, besides a Waifu Chronosoldier, place a 10/10 Waifu Chronosoldier token on the board.
FLAVOR TEXT: There is anime in every timeline…
STRENGTH-VITALITY: N/A
RARITY: Common
——
NAME: Waifu Chronosoldier
IMAGE:
COLOUR: White
TYPE - SUBTYPE: Critter - Waifu
FLAVOUR: Saving one timeline at a time
EFFECT: N/A
STRENGTH-VITALITY: 10/10

Quote
NAME*: Student Waifu
COST: 0
IMAGE: [img]
COLOUR: White/Pink
TYPE-SUBTYPE: Critter - Waifu
EFFECT: Can’t block. When this card is destroyed, summon a 40/40 Magical Girl token
FLAVOR TEXT: Only in death will you reach apotheosis
STRENGTH-VITALITY: 0/20
RARITY: Common
——
NAME: Magical Girl
IMAGE*
COLOUR: White
TYPE-SUBTYPE: Critter - Waifu
EFFECT: N/A
STRENGTH-VITALITY: 40/40

After some thinking, Multiwaifuverse Portal is supposed to be a force multiplier from Waifus going to the discard pile. I like to think each chronosoldier comes out of the portal after seeing a Waifu dying, taking its place. It being Pink because it’s “working together” by witnessing death.

Student Waifu, at first seems like a can’t attack can’t block critter, so why would you play it, however it summons a powerful token upon death. Allowing for combos… make something like Gothic Waifu and you can start gaining stats from all these critters dying.

As for other cards, I think Phantom Thief of Cards is the best here. I would probably just give that card the ability to attack the turn it is played, also I imagine the opponent would have to choose a card from their hand to discard then? Maybe remove the card draw on her and add immediate attack ability, if it’s Persona 5 wouldn’t it make more sense for a card to be taken from the opposing players if that’s allowed?

Pretty sure Banner Maid is really not that good, let’s see 4 Rads give you 150 stats to play with, 50 on health. So 100 stats worth of effect to have the ability to buff critters by +20 to attack or health, but first you must have Tea in which is generated through cards being played, also there’s the revolution mechanic so you can just give away a 4 Rad critter to the opponent???? You would need to have generated 5 Tea and buffs with this card to just be equal to normal, also it’s a rare.

Delayed Release, so your paying 1 Rad to gain the “hidden” until turn start effect. But your already paying the Rad Cost of the cards, it allows you to play two cards for one turn, however this combo requires three resources. I’m pretty sure it’s just too clunky to use

Power of the Horde, okay this card is too confusing for me, so your trying to convert the attack of other critters into one critter for a huge spike in attack. However this require multiple critters to be in on the board, and I’m reading it as “Strength equal to the other critters” in play meaning the strength of the other Critters are given to One Critter. It takes too much time to setup a card to convert

Canary in a Coal Mine, the card is a lot stronger with Quickplay included. However I’m trying to see what real usage it is for. I was thinking adding Energy Counters, and so it has multiple charges for the effect. The main problem I saw previously was the slowness of the card, now it’s the resources needed to play to have this effect.
For what I am seeing for the current cards, I’d probably vote Gothic Waifu, Multiwaifuverse Portal, and Phantom Thief of Cards (If it was given the ability to attack the turn it was played). I’m sad that we haven’t designed any really good tricks, yet. Only having my “Nowaifu Is Really Gone” for a resummoning-trick and “Impending Waifus” for rapid card draw with having as many Waifus on the board. Came with another card idea with all this rambling…

Quote
NAME*: Onmyoji Waifu
COST: 0
IMAGE:
COLOUR: White/Pink
TYPE-SUBTYPE: Critter - Waifu
EFFECT: Instead of attacking this critter may place a friendly critter into the discard pile and then back to the battlefield. The critter’s strength and vitality do not changed when this is done.
FLAVOR TEXT: Seeing too many japanese woman traveling through TVs…
STRENGTH-VITALITY: 10/30
RARITY: Common
« Last Edit: November 07, 2023, 09:47:41 am by Shadowclaw777 »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #125 on: November 07, 2023, 08:31:52 am »

I have had success playing an even slower card that needed you to draw a specific token it shuffled into the deck, and 3 cards. We have no inherent discard effects at the moment, or quickplays. So we'll always have 5-6 cards in hand. In that regard, it's perfectly fine. We also have a draw card for when we gain rads, that needs to survive to the next turn to go off. Even if it does go off, what do we do with all those cards? Delayed Release lets us play any cards, not just critters. So we could play a critter and trick, a trick and sticky, or two stickies. In the last case, there isn't much of a downside. Doubled Tricks on that generic bolt card could take down a high cost card. It's got a ton of versatility the deck is lacking. When we can only play 1 card per turn, is a 1 cost card to play two really so bad?
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Shadowclaw777

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Re: DIYCCG - Team Two
« Reply #126 on: November 07, 2023, 09:42:05 am »

I feel like the best strategy is to just have a bunch of quickplay cards then having delayed release, because does it matter if you have five cards if the opponent out-momentum's you and then you have no board. I often think having a bunch of card draw is good, mainly because it gives you a bunch of options to play out a turn, making sure you have a backup board clear or card removal in your backpocket hand. This to me thinks we should just create more quickplay cards, well the more I think about it delayed release seems pretty good because mainly allows you to play two non-quickplay cards in a turn at the cost of 1 Rad and the facts it's delayed. I'm seeing lots of tempo-combos you can do with it. I don't know I always hate of having little to no cards in these card games, but what good is a large hand if you lose by turn 6?
« Last Edit: November 07, 2023, 09:43:40 am by Shadowclaw777 »
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Stirk

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Re: DIYCCG - Team Two
« Reply #127 on: November 07, 2023, 10:40:28 am »

Quote
Pretty sure Banner Maid is really not that good, let’s see 4 Rads give you 150 stats to play with, 50 on health. So 100 stats worth of effect to have the ability to buff critters by +20 to attack or health, but first you must have Tea in which is generated through cards being played, also there’s the revolution mechanic so you can just give away a 4 Rad critter to the opponent???? You would need to have generated 5 Tea and buffs with this card to just be equal to normal, also it’s a rare.

It is supposed to count opponent’s cards too for the tea effect, +40 to attack or health every turn cycle is supposed to help with everything we have being squishy, or tie in with PTW’s ability to attack directly giving us a victory con, or heal herself so she doesn’t rebel. We can/will also have other cards that generate Tea if we ever touch Red. We have to make cards the GM will approve of, so it has some downsides too.

Being rare is basically free power for anything over 0 Rad, since you arn’t going to fill your deck with them.

Quote
As for other cards, I think Phantom Thief of Cards is the best here. I would probably just give that card the ability to attack the turn it is played, also I imagine the opponent would have to choose a card from their hand to discard then? Maybe remove the card draw on her and add immediate attack ability, if it’s Persona 5 wouldn’t it make more sense for a card to be taken from the opposing players if that’s allowed?

I wanted to have it steal a card from their hand, but couldn’t think of a way to do it without violating the “no acting on the opponent’s turn” rule. It is a lot cooler of an effect, we can probably just ask the GM how to make it work honestly.

Attacking on the turn she is played is obviously better but it is in the “there is no way we’ll get away with that” category in my head.
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #128 on: November 07, 2023, 11:07:42 am »

I wanted to have it steal a card from their hand, but couldn’t think of a way to do it without violating the “no acting on the opponent’s turn” rule. It is a lot cooler of an effect, we can probably just ask the GM how to make it work honestly.
Well, if you don't mind waiting a turn, the opponent could give you one of their cards (chosen at random) at the start of their turn (before draw), rather than immediately.
If you think getting the card right away is absolutely crucial, I do technically leave room for the active player to force the inactive player to do something- the hard rule is that the inactive player can never interrupt their opponent's turn. However, this is still discouraged, so I think the 'wait a turn' option is the best one.

Quote
Attacking on the turn she is played is obviously better but it is in the “there is no way we’ll get away with that” category in my head.
While I would allow Haste on many things, a White+Black card is (almost) never going to get it, correct.
« Last Edit: November 07, 2023, 11:14:22 am by NUKE9.13 »
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Shadowclaw777

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Re: DIYCCG - Team Two
« Reply #129 on: November 07, 2023, 11:11:03 am »

Quote from: From Stirk
It is supposed to count opponent’s cards too for the tea effect, +40 to attack or health every turn cycle is supposed to help with everything we have being squishy, or tie in with PTW’s ability to attack directly giving us a victory con, or heal herself so she doesn’t rebel. We can/will also have other cards that generate Tea if we ever touch Red. We have to make cards the GM will approve of, so it has some downsides too.

Being rare is basically free power for anything over 0 Rad, since you arn’t going to fill your deck with them.

Well even still, it's 50 Health for a 4-Rad Card, so it's like super easy to remove if you also don't include the fact that of the rebellion counter and just giving to your opponent, like it's seriously so bad to not only lose a 4-rad card but your giving it to your opponent, like destroying something is half-effecting of just mind controlling it instead. 100 points of stats and a Rare is not worth it to just give a single critter +40 stats. You need 2.5 "activations" of this card being out there to make net even, like out that point for 4-Rads just make a 70/80 blob of stats is just better. I just hate the rebellion mechanic. like the card has to be uber-broken for it to have rebellion because giving your opponent an entire card is like really bad. ALSO why can't the downside of a card just it having it cost a bunch of Rads instead?

Quote
I wanted to have it steal a card from their hand but couldn’t think of a way to do it without violating the “no acting on the opponent’s turn” rule. It is a lot cooler of an effect; we can probably just ask the GM how to make it work honestly.

Attacking on the turn she is played is obviously better but it is in the “there is no way we’ll get away with that” category in my head.

I mean the discarding effect is still confusing, I believe the card is saying that the opponent will have discard a selected card from their hand during their turn, so I imagine that would be "acting on the opponent's turn"?, either way the stats of this card are really bad for the Rad cost, like it's only using 70 stats out of its 150 Stats, I mean I don't think including the effects of (Ignore's blocks of critters, discarding cards from their hand IF this card can hit the opponent, as well a random card draw bonus upon played) is worth 80 points but I guess card draw is so powerful that it probably is. At least something like a 70/80 is so many just raw numbers that it's a scary threat by itself.

All in all, I feel like these two cards cost too many Rads for what they are doing, so you can probably just lower them, especially since there rare.
« Last Edit: November 07, 2023, 11:20:46 am by Shadowclaw777 »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #130 on: November 07, 2023, 11:15:47 am »

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Name: Trick
Cost: 0
Type: Trick
Color: Red
Effect: [Quickplay] Take one random card from your opponent's hand, but discard it at the end of the turn. Then, instead of going to the discard pile, add this card to their hand.
Flavor: No card up my sleeve, let me check behind your ear.
A silly card that just drains resources from the hand. Rebel against order!
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Stirk

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Re: DIYCCG - Team Two
« Reply #131 on: November 07, 2023, 11:21:44 am »

Quote
Well, if you don't mind waiting a turn, the opponent could give you one of their cards (chosen at random) at the start of their turn (before draw), rather than immediately.
If you think getting the card right away is absolutely crucial, I do technically leave room for the active player to force the inactive player to do something- the hard rule is that the inactive player can never interrupt their opponent's turn. However, this is still discouraged, so I think the 'wait a turn' option is the best one.

That is basically what I was trying to do with the draw/discard, so lets go with that.

Quote
Well even still, it's 50 Health for a 4-Rad Card, so it's like super easy to remove if you also don't include the fact that of the rebellion counter and just giving to your opponent, like it's seriously so bad to not only lose a 4-rad card but your giving it to your opponent, like destroying something is half-effecting of just mind controlling it instead. 100 points of stats and a Rare is not worth it to just give a single critter +40 stats.

Yes it is.

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I mean the discarding effect is still confusing, I believe the card is saying that the opponent will have discard a selected card from their hand during their turn, so I imagine that would be "acting on the opponent's turn"?, either way the stats of this card are really bad for the Rad cost, like it's only using 70 stats out of its 150 Stats, I mean I don't think including the effects of (Ignore's blocks of critters, discarding cards from their hand IF this card can hit the opponent, as well a random card draw bonus upon played) is worth 80 points but I guess card draw is so powerful that it probably is. At least something like a 70/80 is so many just raw numbers that it's a scary threat by itself.

Dragon was a 4 Star with 50/50 and direct attack, add a penalty for the card steal and it seems fair.

Quote
All in all, I feel like these two cards cost too many Rads for what they are doing, so you can probably just lower them, especially since there rare.

I feel like you overestimate what we can get for a rad :V
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #132 on: November 07, 2023, 03:22:54 pm »

By the way, I might not have mentioned this explicitly- when I balance cards, it is possible that I will actually buff them if I think they are too weak. It hasn't come up much, but the point is that when debating a card proposal, you should probably focus more on whether the concept is a good one, not whether the suggested stats are over/under-powered.
(To be clear, you could say that "this ability is so powerful it would come at an absurd cost", or conversely "this ability is so weak/detrimental that it could never be worth a card")
Also, while I reserve the right to remain silent, you can ask me for feedback on ideas, which may include indications of whether a proposal would be likely to see a nerf/buff. In the case of Banner Maid, I would probably bump up the Vitality some amount.
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Stirk

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Re: DIYCCG - Team Two
« Reply #133 on: November 07, 2023, 07:23:38 pm »

I’ll also note that Banner Maiden is meant to synchronize with all the quick play cards you guys have been suggesting and counter any the enemy may have, the idea being you can get a lot of power by putting a lot of weak cards out but risk rebellion if they get destroyed.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #134 on: November 08, 2023, 03:03:19 pm »

Quote from: Votebox
Delayed Release: TricMagic
Revolutionist: TricMagic
Multiwafuverse Portal: TricMagic

For a reminder, Revolutionist is a proposed damage critter on play card. 10 Damage to be specific. DR is useful for getting our low VIT critters out along with Stickies, or paying double tricks.
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