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Author Topic: DIYCCG - Team Two  (Read 10920 times)

Failbird105

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Re: DIYCCG - Team Two
« Reply #180 on: November 13, 2023, 07:40:39 pm »

Quote from: Votebox
Dreaming Waifu: (4) TricMagic, Stirk, VermilionSkies, Failbird
Blast Gunner: (0)
Mechangelical Transformation Sequence: (4) TricMagic, VermilionSkies, Crystalizedmire, Failbird
Multiwaifuverse Portal: (2) SC777, Stirk
Waifu Energy Ball: (2) SC777, Stirk
Nowaifu is Ever Really Gone: (1) SC777
Jar of Lightning: (4) VermilionSkies, TricMagic, Crystalizedmire, Failbird
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #181 on: November 14, 2023, 02:10:54 am »

Design Phase 4
TURNTURNTURN
      



FITE TIME
Alright, you know the drill. Wait, no you don't, this is the first combat. Okay, here's the drill:

Three players will represent your team in battle, each fighting against an opponent in a designated channel in the Discord server.
Anyone can volunteer to fight, with the priority first going to those who have fought fewer battles (currently everyone is tied at zero), then to those who joined the team earlier. This way, everyone gets a go (if they want one).

When putting yourself forward as a potential combatant, you should include your decklist. While your team may give suggestions as to what deck would be best, ultimately you will be the one piloting it, so you have the final say.
A deck must contain at least 40 cards. Word of advice: it almost certainly should contain exactly 40 cards, as a bigger deck is usually worse (but is technically allowed).
Reminder: You may only include up to 6 copies of a Common card, 3 copies of a Rare card, and 1 copy of a Unique card in your deck.
Your decklist should be presented in the following format:
Spoiler: Decklist (click to show/hide)
Putting a comma between each card is necessary for the deck-shuffling bot to read the decklist. Putting each type of card on its own line keeps it readable.

I will finalise the selection of combatants ~24 hours from now. I will then tell each combatant which battlefield they will be fighting in, give them the ability to talk in that channel, and give them access to a private channel where they can manage their deck. I will also announce which player goes first.

The rules of the game are in the core thread OP, but if you need a reminder, here they are:
Spoiler: DIYCCG RULES (click to show/hide)
If you encounter a situation while playing where the rules are unclear, you can ping me for clarification.

Oh, one last thing: it is not a question of if I fucked up the balance of some cards, but how much and where. Understand that this is my first attempt at running such a game, and that any balance issues can be appealed and fixed in time for the next round of battles. So, like, by all means get annoyed at the balance issues, but give me a chance to correct them before getting too salty.
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Long Live United Forenia!

Shadowclaw777

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Re: DIYCCG - Team Two
« Reply #182 on: November 14, 2023, 02:37:33 am »

Spoiler: Deck List (click to show/hide)

Seems like the best strategy with what we got, generate early-game tempo, get as much Rads as possible, then use said Rads to play Mech cards
« Last Edit: November 14, 2023, 03:00:21 am by Shadowclaw777 »
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #183 on: November 14, 2023, 03:15:43 am »

There needs to be a comma at the end of every line except the last one. The bot doesn't see linebreaks, so without a comma at the end it will run cards together.
So it should look like this:
Spoiler: Fixed Deck List (click to show/hide)
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Long Live United Forenia!

Stirk

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Re: DIYCCG - Team Two
« Reply #184 on: November 15, 2023, 12:49:38 pm »

Old Reactor,
Dies to Removal,
Perfunctory Dragon, Perfunctory Dragon,
A Certain Scientific Waifu, A Certain Scientific Waifu, A Certain Scientific Waifu, A Certain Scientific Waifu, A Certain Scientific Waifu, A Certain Scientific Waifu,
Assault Unit Mecha-Chan,
Goblin Wizard Waifu, Goblin Wizard Waifu, Goblin Wizard Waifu, Goblin Wizard Waifu,
Nearly Immortal Waifu, Nearly Immortal Waifu, Nearly Immortal Waifu,Nearly Immortal Waifu,Nearly Immortal Waifu,Nearly Immortal Waifu,
Delayed Release, Delayed Release, Delayed Release, Delayed Release, Delayed Release, Delayed Release,
Gothic Waifu, Gothic Waifu, Gothic Waifu,
King of Steam,
Dreaming Waifu, Dreaming Waifu, Dreaming Waifu, Dreaming Waifu, Dreaming Waifu, Dreaming Waifu,
Jar of Lightning, Jar of Lightning, Jar of Lightning,
« Last Edit: November 15, 2023, 12:57:59 pm by Stirk »
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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

NUKE9.13

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Re: DIYCCG - Team Two
« Reply #185 on: November 15, 2023, 01:48:48 pm »

TricMagic has been voluntold to fight, and has submitted this decklist. Just for reference.
Spoiler (click to show/hide)
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Long Live United Forenia!

Stirk

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Re: DIYCCG - Team Two
« Reply #186 on: November 15, 2023, 04:50:21 pm »

NAME*: Raider Waifu
COST: 1
IMAGE*:
COLOUR*: Red/White
TYPE-SUBTYPE: Critter
EFFECT: Instead of attacking, this card may destroy 1 sticky.
FLAVOUR TEXT: Of course civilian infrastructure is a valid military target!
STRENGTH-VITALITY: 20/40
RARITY: Common
----

NAME*:Mecha-Dragoon Waifu
COST: 4
IMAGE*: [210x120 pixels]
COLOUR*: Red/White/Black
TYPE-Subtype: Critter- mecha
EFFECT: Deal 10 damage at the end of your turn to every enemy card.
FLAVOUR TEXT: Chaaaaaarge!
STRENGTH-VITALITY: 20/60
RARITY: Rare
----
« Last Edit: November 17, 2023, 12:14:46 pm by Stirk »
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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

TricMagic

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Re: DIYCCG - Team Two
« Reply #187 on: November 15, 2023, 06:09:24 pm »

I'm going to go ahead and review the Colonist summon trick. By either increasing it's Tea Cost, capping the number it can summon, or putting a timer on how long the summons can live without Tea. Starve a colony and it will die.


NAME*: Viva la Waifu!
COST: 1
IMAGE*: [210x120 pixels]
COLOUR*: Red/White
TYPE-SUBTYPE: Critter
EFFECT: When this card is destroyed by an opponent's card or effect, add 1 card from your opponent's discard pile to your hand at the start of your next turn. It gains [Quickplay] and [Rebellion Threshold 3], and when in play it gains 1 Rebellion Counter at the start of your turn. If it is not a Critter, it costs Tea times it's Cost to play.
FLAVOUR TEXT: All wars require a martyr to rally around.
STRENGTH-VITALITY: 10/30
RARITY: Rare

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Stirk

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Re: DIYCCG - Team Two
« Reply #188 on: November 15, 2023, 10:11:02 pm »

NAME*:Machine Gun Burst!
COST: X
IMAGE*: [210x120 pixels]
COLOUR*: Black
TYPE-Subtype: Trick - Gun
EFFECT: Deal 10 damage twice for every Rad spent
FLAVOUR TEXT: Dadadadadadada
STRENGTH-VITALITY: N/A
RARITY: Common

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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Rockeater

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Re: DIYCCG - Team Two
« Reply #189 on: November 16, 2023, 06:27:29 am »

ptw
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Crystalizedmire

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Re: DIYCCG - Team Two
« Reply #190 on: November 16, 2023, 08:03:21 pm »

Quote
NAME*: King of Hearts
COST: 3
IMAGE*: [210x120 pixels]
COLOUR*: Pink
TYPE-SUBTYPE: Critter
EFFECT: At the start of the player's turn, deal 10 damage to this card. Then, heal two other cards for 10 vit
FLAVOUR TEXT: [If you want]
STRENGTH-VITALITY: 10/90
RARITY: Rare
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she/her

TricMagic

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Re: DIYCCG - Team Two
« Reply #191 on: November 17, 2023, 07:50:07 am »

Quote
NAME*: Magical Girl Misty Mint
COST: 2
IMAGE*:
COLOUR*: White/Pink
TYPE-SUBTYPE: Critter - Magical Girl
EFFECT: All Critters you control take 10 less damage.
FLAVOUR TEXT: "Don't worry, I'll protect you."
STRENGTH-VITALITY: 0/100
RARITY: Common (6 copy max per deck)

A reminder of this. No STR, but a good effect for blunting weaker cards.
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Rockeater

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Re: DIYCCG - Team Two
« Reply #192 on: November 17, 2023, 08:22:15 am »

I feel like MGMM can't be common, two of them on the sield simultanisly is way too much, could be a good unique
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

TricMagic

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Re: DIYCCG - Team Two
« Reply #193 on: November 17, 2023, 08:29:31 am »

It being unique doesn't let it play to it's strengths. And honestly, I fully expect Nuke to edit it to be balanced.

As a Common 2 Rad, it naturally has 100 stats to distribute. Being a Pink/White, it's a pure Support card, incapable of supporting.
If you spent 4 Rads to get 2 out, you're neglecting your offense anyway, since they don't deal any damage. That and it's anti-synergy with our current star of rad-generation.

Nuke, how would you edit Mint?
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #194 on: November 17, 2023, 09:16:10 am »

It being unique doesn't let it play to it's strengths. And honestly, I fully expect Nuke to edit it to be balanced.

As a Common 2 Rad, it naturally has 100 stats to distribute. Being a Pink/White, it's a pure Support card, incapable of supporting.
If you spent 4 Rads to get 2 out, you're neglecting your offense anyway, since they don't deal any damage. That and it's anti-synergy with our current star of rad-generation.

Nuke, how would you edit Mint?
Estimate: I would make it Rare, and slash the Vit considerably- no higher than 50.
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