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Author Topic: MACCGG - Main Thread, Turn 11, Always Open New Players Welcome  (Read 7305 times)

NUKE9.13

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #60 on: January 15, 2025, 06:28:24 am »

Quote from: Gold Appeal
Effect: At the start of your turn, gain 1 Market mana. Then you may flip this face down to gain 1 Market mana. If this card is face down at the start of your turn, flip it face up.
As it stands, Gold is horrendous- it charges 100% interest per turn. The above suggestion removes that interest payment. Which makes it so that Gold generates 1 mana per turn- just in bursts of 2, if desired. By itself, that's still the worst of the basic gems (which only highlights how terrible Gold is right now, that it can get so much better and still be bad).
The potential upside I envision is that you could have cards that care about things being face down, or flip them face up easily. Having Gold tie into those sorts of strategies opens up new avenues, potentially making Gold playable.
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FiveBalesOfHay

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #61 on: January 24, 2025, 11:45:56 pm »

The 10th design phase is up, and the 10th battle phase begins! Gold has been appealed to be more powerful.
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Shadowclaw777

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #62 on: January 30, 2025, 12:55:41 pm »

Appeals: Mofu-Mofu Miku: This card is in my opinion overly tuned; this card can give haste to any Summon you immediately play, and can also apparently give any Summon already in play two attacks in the same turn. The main problem is the burst, as if you don’t immediately remove the threat of any Summon (Which is hard since it has 6 health), this is not fun because must-remove threats make the game less fun to play. Another problem is its ability is not worth “4” value points, a 2-cost colored Summon based on what the GM wrote should have about 11 points of stat or value in its card, it already has 7 points. This card is much scarier than a 5/6 statblock Summon because it now makes other Summons get favorable combats and surviving. I think being able to give cards haste/double attacks should be carefully balanced, otherwise aggressive cardplay can happen and imo it’s not fun to play against. I would either increase its cost by 1 or make the buff a +1/+2 or something

Azathoth the Destroyer: This card imo for its mana cost should have a significant effect on gameplay but this Unique is not really that scary, you have to wait for a grueling 10 mana to play this behemoth just to get a single Banish and the Cosmic Portal. Considering this card is balanced by it not being able to block for a long time and the tokens it spawns also not being able to block, it should really be able to banish at least a Second Summon on its ability. It should also be able to ignore Apathy since it’s it supposed to the height of power on what an Eldritch summon should be

Drone Ball: Maybe it's me but for a 0-cost Summon this card scales insanely well, sure on one hand you have to sacrifice your precious 1/1 drones to get your absurd stat ball of a card, but I think this card just scales too much too quickly for too little sacrifice, I think changing it to a +1/+2 Buff per Drone, this will allow the card to still become threatening as a body but it's attack won't scale as rapidly so you aren't taking 10 damage hits (Combine with the fact it can get Haste from Mofu-Mofu Miku...)
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TricMagic

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #63 on: January 30, 2025, 01:06:28 pm »

For Mofu-Mofu Miko think it might be worth giving it the same sort of Preach Counter as Cultist. That way it can't get value forever if you can't out it.
As a Miko it preaching to people is appropriate. Worship the Fluff.

As for Azathoth they did get buffed. The portals are going to just summon tentacles nigh infinitely even if you remove Azathoth. Do agree the Banish effect should ignore effects that would protect. But I dealt 14 damage on the turn after it was summoned in testing. It isn't weak. Just slow to fully awaken.
« Last Edit: January 30, 2025, 01:13:00 pm by TricMagic »
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FiveBalesOfHay

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #64 on: January 31, 2025, 08:57:59 am »

Alright, your matchups:

TricMagic (Market) vs FallacyofUrist (Anime > Eldritch) (Fallacy 1st player)
NUKE9.13 (Anime > Market) vs Rockeater (Market > Eldritch) (Rockeater 1st player)
ShadowClaw777 (Eldritch > Anime) vs Failbird105 (Swarm > Anime) (Failbird 1st player)
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FallacyofUrist

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #65 on: January 31, 2025, 07:47:08 pm »

Appeals:

Apathy: This effect has an unintended side effect of allowing an attacker to swing every turn without fear of retribution damage. I'd change it to "Ignore the first X damage sources and targeted effects each Cycle.", where a Cycle is the time starting at the start of your turn and ending at the end of your opponent's turn. This way, you can still choose to attack and ignore retaliation damage if you wish, but in exchange, your Summon is more vulnerable next turn.

VOC Flagship: Slightly overtuned. Reduce its "deal 4 damage to any target" to "deal 3 damage to any target".

Guard Tower: This should have the Subclass of Building, because... it's a building, even if it has legs.
« Last Edit: January 31, 2025, 07:53:32 pm by FallacyofUrist »
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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TricMagic

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #66 on: January 31, 2025, 08:15:32 pm »

On Flagship it costs money to deal 4 damage. 5 turn Clock. 3 Damage is not nearly as worth 2 coins. Multiple summons survive a turn longer against 3 damage than 4 damage bursts.

Guard Tower: Chicken

Apathy: If changing the entire keyword then make sure to given Daemon Apathy 2. It's not like Daemon is difficult to kill, it's in perfect range of a Lightning Bolt. Or a shot from a Biotillery or Flagship. My suggestion is to pick up some more quickplay summons. Of course Spell solutions fail cause they can pay it off. So the only card that manages it right now is Lightning Void. Changing Apathy is specifically to target that card right now rather than any of the others.

If we had a few more Apathy cards that could attack it might not seem such a big deal. It's a pretty big debuff to stats. Some form of damage item could work. Or the removal to get rid of coin generation.
« Last Edit: January 31, 2025, 08:17:18 pm by TricMagic »
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FallacyofUrist

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #67 on: January 31, 2025, 08:19:33 pm »

You can always just not attack with Business Demon if you want to keep it safer.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

TricMagic

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #68 on: January 31, 2025, 08:26:35 pm »

But where is the fun in that? Not their fault you can't handle the horrors of taxation.
You should be aiming for cost over changing an entire category of effect.

... That and I'm a Market player at heart. They shouldn't be that difficult if you have the mana. But Gold just got ridiculously buffed to speed things out.
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FallacyofUrist

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #69 on: January 31, 2025, 08:35:05 pm »

Funny, though, because I think the taxation / Countdown effect is pretty balanced. There's a lot of nuance to it and I've never felt it's unfair. It's specifically that it can attack each turn, ignoring retaliation damage thanks to the Apathy, which I find to be contrary to the... intent? Of the card.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

TricMagic

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #70 on: January 31, 2025, 08:41:49 pm »

The original card is megamonkey's so you'd have to ask him of the intent behind it. It's stats are actually down by 1/1 from the original proposal.
It is Rare. I personally like that it serves as a mid-boss.
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NUKE9.13

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #71 on: February 01, 2025, 05:34:21 am »

Appeals:

Apathy: This effect has an unintended side effect of allowing an attacker to swing every turn without fear of retribution damage. I'd change it to "Ignore the first X damage sources and targeted effects each Cycle.", where a Cycle is the time starting at the start of your turn and ending at the end of your opponent's turn. This way, you can still choose to attack and ignore retaliation damage if you wish, but in exchange, your Summon is more vulnerable next turn.

VOC Flagship: Slightly overtuned. Reduce its "deal 4 damage to any target" to "deal 3 damage to any target".

Guard Tower: This should have the Subclass of Building, because... it's a building, even if it has legs.
I agree with all of these.
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TricMagic

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #72 on: February 01, 2025, 08:52:53 am »

If that's the case can we please get Guard Tower nerfed down to 3/4? It may be delayed but it does give any summon quickplay. You have to spend too many resources to kill it and all that does is advance the Alarm Horn Clock forward a turn. Army Recruiter is 4/4/2 and can die to a single bolt. And has a cost for quickplaying stuff out.
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NUKE9.13

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #73 on: February 03, 2025, 04:04:30 am »

Appeals:
Quote from: Lightning Bolt
Add Lightning subclass.
Quote from: Freedom of Mind
Add Research subclass.
Effect: "Draw 2 cards" -> "Look at the top 3 card of your deck. Draw 2 of them, shuffle the third back in."
Freedom of mind is borderline unplayable. But making it 'Draw 3' might be too much. 'Draw best-2-of-3' should be a decent compromise. I mean, it's still probably not gonna see much play, but it's a starter card so that's not the end of the world.
Quote from: Endless Library
Add Building subclass.
Quote from: Treehouse Library
Increase cost from 0 -> 1.
Change subclass from Tree -> Building. (Or have both, but that might not fit)
Quote from: Lightning Void
Add Lightning subclass? I'm not 100% sure on this one, but I feel like if there are future cards that care about Lightning, they will probably want to count Lightning Void.
Quote from: Star-Struck Ramparts
Change subclass from Crystalline -> Crystal Building

Quote from: Bought Peace
Change line "At the end of your turn, you may unequip Bought Peace" to "At the end of your turn, you may pay 1 mana to move Bought Peace."
Bought Peace is expensive. Which is the point. But moving it taking an entire turn cycle is unnecessarily painful.

Edit:
Quote from: Amethyst
"you may discard 2 cards to gain an additional Eldritch mana" -> "you may discard a card to gain an additional Eldritch mana. Only one Amethyst may use this ability per turn."
Quote from: Priestess of Pure Light
Fragment of Pure Light cost: 0 -> 2
« Last Edit: February 04, 2025, 07:26:23 am by NUKE9.13 »
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TricMagic

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Re: MACCGG - Main Thread, Turn 10, Always Open New Players Welcome
« Reply #74 on: February 03, 2025, 06:08:01 pm »

Bile Mortar: Remove the excavate for: "You can quickplay this card, but it gains Countdown 1."
It's weaker than Lightning Bolt even if the aftereffect is strong. Not sure why Excavate is on it.
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