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Eternal card game casual
Eternal card game casual




eternal card game casual eternal card game casual

He only starts to work when combo'd with other cards, so either the player needs to play him later, or hope he survives a full turn. Easily disposed of by most damaging abilities around that price point. Revenge is a total gamble and may never actually come into play.īisma is a 4 cost 3/3, which is pretty low value. Charge is almost pointless unless a deck is built around it, for example. It's not like there's not more duds than Reckless. on the other side of the coin, how would You have justified the cards abilities? Originally posted by von Helstein:But that's just my opinion. nor should it be or it just becomes a rock/paper/scissor meta game.īut that's just my opinion. Some 'themes' is just not robust enough to run on their own for the sake of having enough named cards to fire their effect. Your thinking in terms of a "pure theme" deck, which I'm sure is a phase that many goes through and tries but in the end you are going to run into problems no matter the size of your deck. what's more is if you have enough health/damage stacked on the card to be able to negate a possible reckless.

eternal card game casual

You have a 2 power card that can get a battle skill that can be given to a 0 power card or a 8 power card without increasing its cost and a 4 power card that can get every single battle skill possible that can then be transferred to an even stronger card. it gets combo'd with other faction cards, and even justice faction cards, that gives it a greater advantage. Reckless is the price you pay because the unit doesn't get used in conjunction with Only 'pure unseen' decks. Justice has a fair amount of support cards that can help you negate possible backfires, including attachments for health, invulnerability, stun etc, all of which will help increase the survivability of a card that happens to get reckless. But all effects that apply to this synergy benefit from having a living target, rather than one that just blew itself up.Ĭhanging tack for a moment. I am trying to build mechanical decks, and having lynchpin cards delete themselves at random is not a fun game mechanism.Īlso, if something is getting nerfed, it should never just be nerfed into chance, as that impacts different players very differently.ĮDIT: Also also: Reckless has NO synergies outside of being a battleskill. 75 minimum cards makes coherent, synergistic decks really bad in comparison to a randomly thrown together mix of individual units of high cost efficiency and a ton of control/removal. That's to do with the unreliable nature of bloated minimum deck size. If the 15% (or so) chance of getting reckless screws up you whole plan, then your problem is your deck And given the fact that basically all of the numerous other skills are positive, you have no argument here. In other words the negative is less than the positive. it won't matter if the opponent has no minions out, where as something like revenge is positive nearly 100% of the time. Regardless of the semantics argument my point still stands.






Eternal card game casual