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Author Topic: DIYCCG - Team Two  (Read 10939 times)

Stirk

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Re: DIYCCG - Team Two
« Reply #165 on: November 11, 2023, 05:19:54 pm »

Quote from: Votebox
Dreaming Waifu: (2) TricMagic, Stirk
Blast Gunner: (1) TricMagic
Mechangelical Transformation Sequence: (1) TricMagic
Multiwaifuverse Portal: (2) SC777, Stirk
Waifu Energy Ball: (2) SC777, Stirk
Nowaifu is Ever Really Gone: (1) SC777

No more ties!

Dreaming Waifu for extra bodies on the field and rad gen
Waifu Energy Ball so enemy Stickies worth more than one rad arn't 100% immortal
Portal so if enemies forgot to make a sticky remover we have an immortal card
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TricMagic

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Re: DIYCCG - Team Two
« Reply #166 on: November 11, 2023, 05:49:43 pm »

Blast Gunner so 10 Vitality critters get killed easy.
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Stirk

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Re: DIYCCG - Team Two
« Reply #167 on: November 11, 2023, 05:52:04 pm »

Blast Gunner so 10 Vitality critters get killed easy.

Anything under 30 Vitality is nonviable bro
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TricMagic

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Re: DIYCCG - Team Two
« Reply #168 on: November 11, 2023, 11:15:55 pm »

Blast Gunner so 10 Vitality critters get killed easy.

Anything under 30 Vitality is nonviable bro
Yeah. And what do you think originally inspired that? 20 Strength 10 pop cards. If it can't survive the double tap, no use.
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VermilionSkies

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Re: DIYCCG - Team Two
« Reply #169 on: November 13, 2023, 11:44:12 am »

Quote from: Votebox
Dreaming Waifu: (3) TricMagic, Stirk, VermilionSkies
Blast Gunner: (1) TricMagic
Mechangelical Transformation Sequence: (2) TricMagic, VermilionSkies
Multiwaifuverse Portal: (2) SC777, Stirk
Waifu Energy Ball: (2) SC777, Stirk
Nowaifu is Ever Really Gone: (1) SC777
Jar of Lightning: (1) VermilionSkies
Dreaming Waifu is a solid card in general, Jar of Lightning for sticky removal, and MTS because I'm legally obligated to push mecha cards.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #170 on: November 13, 2023, 11:54:12 am »

Quote from: Votebox
Dreaming Waifu: (3) TricMagic, Stirk, VermilionSkies
Blast Gunner: (0)
Mechangelical Transformation Sequence: (2) TricMagic, VermilionSkies
Multiwaifuverse Portal: (2) SC777, Stirk
Waifu Energy Ball: (2) SC777, Stirk
Nowaifu is Ever Really Gone: (1) SC777
Jar of Lightning: (2) VermilionSkies, TricMagic
Mechangical Transformation Sequence, Waifu and Mecha go hand in armor suit.
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Stirk

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Re: DIYCCG - Team Two
« Reply #171 on: November 13, 2023, 12:30:29 pm »

MTS is entirely unusable right now right? All our mecha have immutable
« Last Edit: November 13, 2023, 12:39:52 pm by Stirk »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #172 on: November 13, 2023, 12:36:51 pm »

Depends on the ruling. In hand, in play, or discarded they have it. But they don't have it while face-down or in deck? So a face-down immutable could still be damaged by effects? Or Nuke could write it properly since he won't just give us a card that plain doesn't work.

A card that allows you to play an additional card from your hand. Or I guess what the ruling on Delayed Release would be since they are played normally afterward?
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #173 on: November 13, 2023, 12:50:09 pm »

Depends on the ruling. In hand, in play, or discarded they have it. But they don't have it while face-down or in deck? So a face-down immutable could still be damaged by effects? Or Nuke could write it properly since he won't just give us a card that plain doesn't work.

A card that allows you to play an additional card from your hand. Or I guess what the ruling on Delayed Release would be since they are played normally afterward?
Unfortunately, I'm not going to carve out a loophole in Immutable for Delayed Release or Mechangelical. I probably could, but it would be jank, and could cause more uncertainty in the future. Safer to just say Immutable works everywhere.

E: nevermind, Stirk proposed a simple solution (for Mechangelical, at least- Delayed Release still won't do Immutable cards).
« Last Edit: November 13, 2023, 12:56:59 pm by NUKE9.13 »
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #174 on: November 13, 2023, 01:08:16 pm »

NAME*: Jar of Lightning
COST: 0
TYPE-SUBTYPE: Sticky
EFFECT: When this card is played, target 2 other Stickies in play. They gain [Immutable] while this card is in play, but when they activate, this card gains 1 Energy Counter instead of whatever effect would occur. If this card has 4+ Energy Counters, you can destroy it, then draw 2 cards, and if you do, destroy the targeted Stickies.
Incidentally, this would get nerfed considerably. Obviously. It can work, but it would cost ~2 Rads, gain a fixed 1 EC/turn, and would only draw one card when exploding. Or something along those lines. I can only assume that listing the cost as zero here was equivalent to saying "I don't know what this should cost", since zero is obviously wrong.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #175 on: November 13, 2023, 01:11:45 pm »

Reduce it to 1 target and a draw? Plus the fixed gain? Cause it can be killed by a generic as a Cost 0.
The main inspiration was Xing Zhen Hu from Yugioh, which seals 2 cards so long as it's on the field. But I'd want to eventually destroy the sealed cards eventually so it's not just a waste of a play.
« Last Edit: November 13, 2023, 01:15:06 pm by TricMagic »
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Shadowclaw777

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Re: DIYCCG - Team Two
« Reply #176 on: November 13, 2023, 01:23:21 pm »

Quote from: Votebox
Dreaming Waifu: (3) TricMagic, Stirk, VermilionSkies
Blast Gunner: (1) TricMagic
Mechangelical Transformation Sequence: (2) TricMagic, VermilionSkies
Multiwaifuverse Portal: (2) SC777, Stirk
Waifu Energy Ball: (2) SC777, Stirk
Nowaifu is Ever Really Gone: (1) SC777
Jar of Lightning: (1) VermilionSkies
Dreaming Waifu is a solid card in general, Jar of Lightning for sticky removal, and MTS because I'm legally obligated to push mecha cards.
Waifu Energy Ball > Jar of Lightning. Goes with anime waifu theme, has a secondary effect that is simple that can be used when the other team doesn’t want to use stickys, and I still barely understand Jar of Lightning.

Multiwaifuverse Portal > Mechangical Transformation, so let’s see here we have to spend X sacrifice a 10/10 Waifu so you gain net-tempo loss to summon one of the 4 Mech cards we have in our deck as some sort of card-search and play. At least Portal is a win condition you play, and all the suicide token waifus that die buff ACSW Waifu and Gothic Waifu

Is Dreaming Waifu balanced it’s a 10x/10 Quickplay Gain a Rad, where is X is equal to the amount of controlling colors you have. That seems incredibly powerful, mainly the quickplay thing
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TricMagic

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Re: DIYCCG - Team Two
« Reply #177 on: November 13, 2023, 01:34:56 pm »

Waifu Energy Ball has already been stated that it's not going to survive as is. Multiwafuverse Portal is getting Cost Up.

Dreaming Waifu's 10X Strength is balanced around being easy to kill with 10 Vitality, and that strength only occurring on the foe's turn, not yours. She's a White colour, so she gets an effect based around colors. (Even as just a 10/10 quickplay rad gen she'd still be good.)
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Shadowclaw777

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Re: DIYCCG - Team Two
« Reply #178 on: November 13, 2023, 01:51:12 pm »

Waifu Energy Ball has already been stated that it's not going to survive as is. Multiwafuverse Portal is getting Cost Up.

Dreaming Waifu's 10X Strength is balanced around being easy to kill with 10 Vitality, and that strength only occurring on the foe's turn, not yours. She's a White colour, so she gets an effect based around colors. (Even as just a 10/10 quickplay rad gen she'd still be good.)
I just care that Energy Ball costing 1-Rad not 2, the modularity is to give flexibility when the opposing team doesn’t use sticky’s or wants to plays them so you can just use its alternative effect instead. Maybe if you control a Waifu, both player’s gain 10 vitality, a minor useless effect.

Multiwaifuverse is a win condition, I consider it the equivalent of a sticky that said “At the end of turn, summon a 10/10 token”, it’s effectively a perma-value resource generator that they have to deal with it. So you play 3-Rads for a must-kill sticky or lose the game, and all these tokens have synergy with our cards, I make cards with inherent synergy and combos you can do. Mechangelical Transformstion just requires too many resources, you need a sacrificial pawn Waifu (So Nearly-Immortal Waifu) need the equivalent Rads in your bank to search your deck (searching your deck and playing a card is really really strong because it’s stronger then just drawing a card, you draw a specific. However we only have four Mech cards we can put into our deck.

My win condition is simple. Turn 1->Play NIW, Turn 2->Play either Gothic or ASCW, this allows you to gain stats or gain rads when you charge in NIW, each consecutive token death will make ASCW generate Rads and Gothic Waifu gaining stats, all of these are threats that must be removed. Then you have enough Rads to play Multiwaifuverse Portal or one of the Mechs, and now they must deal with a scary threat.
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Crystalizedmire

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Re: DIYCCG - Team Two
« Reply #179 on: November 13, 2023, 04:03:20 pm »

Quote from: Votebox
Dreaming Waifu: (3) TricMagic, Stirk, VermilionSkies
Blast Gunner: (0)
Mechangelical Transformation Sequence: (3) TricMagic, VermilionSkies, Crystalizedmire
Multiwaifuverse Portal: (2) SC777, Stirk
Waifu Energy Ball: (2) SC777, Stirk
Nowaifu is Ever Really Gone: (1) SC777
Jar of Lightning: (3) VermilionSkies, TricMagic, Crystalizedmire
I have no idea what to do with my last vote.
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