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Author Topic: DIYCCG - Team Two  (Read 7976 times)

Stirk

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Re: DIYCCG - Team Two
« Reply #30 on: November 01, 2023, 02:54:16 pm »

I'll note it should say Critter given Stickies exist. Also.. How will we get both out if it's killing us via radiation?

How would we die via radiation?
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TricMagic

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Re: DIYCCG - Team Two
« Reply #31 on: November 01, 2023, 03:20:29 pm »

You play Scientific Waifu on turn 2. You foe has a critter out and just kills it immediately. Doesn't even matter if it's a 10 attack, she'd kill herself during turn start. So Goblin never gets the chance. Likewise if you go goblin first with no method to gen rads. She probably dies if you go second.

If you don't have momentum, Scientific Waifu can't gain momentum. So it's a Win More card as written.

Kinda dependent on Nuke's ruling if her generation effect goes off if she's destroyed too. (And biggest thing, it doesn't gen anything to use for effects. Just Rads straight-up.)

Quote
NAME*: Revival Lily
COST: 2
IMAGE*:
COLOUR*: Pink
TYPE-SUBTYPE: Sticky
EFFECT: When this card is played, target 1 card in your discard pile. Put it into play, but if this card leaves the field, send it back to the Discard Pile.
FLAVOUR TEXT:
STRENGTH-VITALITY: [N/A for Stickys and Tricks]
RARITY: Rare (3 copies max per deck)
« Last Edit: November 01, 2023, 03:29:56 pm by TricMagic »
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Stirk

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Re: DIYCCG - Team Two
« Reply #32 on: November 01, 2023, 03:37:55 pm »

You play Scientific Waifu on turn 2. You foe has a critter out and just kills it immediately. Doesn't even matter if it's a 10 attack, she'd kill herself during turn start. So Goblin never gets the chance. Likewise if you go goblin first with no method to gen rads. She probably dies if you go second.

If you don't have momentum, Scientific Waifu can't gain momentum. So it's a Win More card as written.

Kinda dependent on Nuke's ruling if her generation effect goes off if she's destroyed too. (And biggest thing, it doesn't gen anything to use for effects. Just Rads straight-up.)

Quote
NAME*: Revival Lily
COST: 2
IMAGE*:
COLOUR*: Pink
TYPE-SUBTYPE: Sticky
EFFECT: When this card is played, target 1 card in your discard pile. Put it into play, but if this card leaves the field, send it back to the Discard Pile.
FLAVOUR TEXT:
STRENGTH-VITALITY: [N/A for Stickys and Tricks]
RARITY: Rare (3 copies max per deck)

Turn 1 the Opponent can use a Rad 0 card. They kill each other, you get 4 rads. Good deal. She doesn't need to do anything but generate rads, the entire point of a rad generator is to set up for future cards.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #33 on: November 01, 2023, 04:40:30 pm »

Nuke, that how it works? Cause that seems a bit busted when both get destroyed at the same time.
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Stirk

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Re: DIYCCG - Team Two
« Reply #34 on: November 01, 2023, 06:58:05 pm »

Nuke, that how it works? Cause that seems a bit busted when both get destroyed at the same time.

Shouldn’t it be? Like if we went first, summoned a critter, then summoned ACSW and attacked the enemy critter for mutual distraction it would logically be 4 Rads for the two destroyed cards.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #35 on: November 01, 2023, 07:11:46 pm »

I could b even more strict and rule that since it doesn't say card(s) it doesn't trigger at all. As 2 were destroyed, not 1. (Yugioh psct is crazed sometimes.)
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #36 on: November 01, 2023, 11:42:28 pm »

Nuke, that how it works? Cause that seems a bit busted when both get destroyed at the same time.
It'd probably get a "this ability can only trigger once per turn" to prevent complete insanity.
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Stirk

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Re: DIYCCG - Team Two
« Reply #37 on: November 02, 2023, 12:30:21 am »

Nuke, that how it works? Cause that seems a bit busted when both get destroyed at the same time.
It'd probably get a "this ability can only trigger once per turn" to prevent complete insanity.

Aww you ruined it Tric :v

That ruling kinda ruins the value of any rad gen that isn’t just per turn or one big burst
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Shadowclaw777

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Re: DIYCCG - Team Two
« Reply #38 on: November 02, 2023, 03:46:00 am »

Okay so I’m just going to rate the strategies of each player’s card strategy here, at least the ones that are being thrown up on the vote box, because I think there isn’t any coherent plan here just a bunch of throwing up ideas.

Stirk: Scientific Waifu and Goblin Waifu, so you have an easily removed 10 vitality and 20 vitality cards here. What happens if their just do an AoE card and kill everything here? It relies on you playing two consecutive cards without the opponent interacting with them in two turns. It’s not some “dies to removal” lmao joke, let’s say we do a two-turn strategy of Scientific Waifu-Goblin Waifu strategy. My first reaction as an opposing player is if I don’t have removal I’m screwed because this player can keep generator two-Rads every turn… EXCEPT! what if I place a 0-Rad critter on the first turn to trade into the Scientific Waifu that has better stats turn 1 so it also lives

Tric, Revival Lily: So this card can summon anything from your Discard pile no matter the Rad cost? Maybe summon a card with “haste” and suicide-charge into one of the opponents minion. I don’t know if 2-Rad cost is too low or high for such a card.

March of Industry: Generic Rad generation card, I think the problem here is that it’s trying to multiply Rad generation. Maybe instead we should have a Rad-generating Sticky card that either draws card or is quickplay (doesn’t count for the card you play this turn, so multiple cards per turn) in essence allowing to get more bang for your buck in a turn. Too slow imo

Orc Waifu: Since this card is in the votebox, my problem is that you need to have three specific green-type minion cards need to be destroyed for the first effect. So tempo lost, but the idea of stat-increasing from Rad generation is probably broken idea so that’s there. My main problem is what green critters would we have?, the idea being to make sure we create Goblin Waifu in the same turn?

Anyway Card Ideas:

Quote
NAME*: Nearly-Immortal Waifu
COST: 0
IMAGE*:
COLOUR*: Waifu/Black
TYPE-SUBTYPE: Critter - Waifu
EFFECT: This Card has 2x Revive Charges. When this card is destroyed, Nearly-Immortal Waifu is placed into the discard pile and then back into the board with one less Revive Charge if it has one.
FLAVOUR TEXT: Relationships with this Waifu last longer then “till death do us part.”
STRENGTH-VITALITY: 10/10
RARITY: Common (6 copies max per deck)
----
Quote
NAME*: Toxic Waifu
Cost: 0
COLOUR*: White/Green
TYPE-SUBTYPE: Critter - Waifu
EFFECT: When this Card is destroyed deal 10 damage to the opposing player’s Vitality
FLAVOUR TEXT: The master of toxic relationships
STRENGTH-VITALITY: 30/10
RARITY: Common (6 copies max per deck)
——
Quote
NAME*: Toxic Cannon
COST: 0
IMAGE*:
COLOUR*: Green/Steel
TYPE-SUBTYPE: Sticky - Cannon
EFFECT: At the end of your turn deal 10 damage to the opposing player’s Vitality
FLAVOUR TEXT: Now they have cannons that shoot out toxic relationships
STRENGTH-VITALITY: N/A
RARITY: Common (6 copies max per deck)

So why not go the toxic face-burn route, the only way to  win is to get the player’s vitality to 0 if your not going the burn their deck through milling route. You can try to achieve “board-control” through having larger stats on the field or… you can just burn them.

Also do Rare cards get better stats or something?, I can’t find it in the core thread rules.

Anyways strategy: Nearly-Immortal Waifu is a card that comes with three “bodies” so it require three attacks to kill, can synergize with cards like Scientific Waifu that require multiple deaths from our cards to gain value. Also it’s kind of a “30/30” in Stats for 0-Rads except that the stats are delayed.

Toxic cards exist to burn down the opposing player’s vitality, because that’s the main way to win.
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #39 on: November 02, 2023, 04:51:35 am »

NAME*: Nearly-Immortal Waifu
This is fine.

Quote
NAME*: Toxic Waifu
COLOUR*: White/Green
EFFECT: When this Card is destroyed deal 10 damage to the opposing player’s Vitality
Quote
NAME*: Toxic Cannon
COLOUR*: Green/Steel
EFFECT: At the end of your turn deal 10 damage to the opposing player’s Vitality
Green isn't really 'toxic face burn'. Yellow is more likely to deal direct damage to a player. Green far prefers to use Critters to smash face.

Quote
Also do Rare cards get better stats or something?, I can’t find it in the core thread rules.
The most important function of rarity is to weaken cards that combo with themselves (or at least would have outsized effects if played repeatedly). Also to prevent really special cards from becoming 6-copy-see-it-every-game things. In exchange, rarer cards do get to be slightly stronger, and/or have more complicated/game-changing effects.


It'd probably get a "this ability can only trigger once per turn" to prevent complete insanity.
That ruling kinda ruins the value of any rad gen that isn’t just per turn or one big burst
To be clear, I'm not saying a card could never have indefinite 'destruction=Rads' triggers, but it wouldn't come attached to a respectable body for 0. That's a level of potential you have to earn.
If either team manages to make a combo that wins on turn 3, I will consider myself to have failed spectacularly.
« Last Edit: November 02, 2023, 04:55:40 am by NUKE9.13 »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #40 on: November 02, 2023, 08:29:18 am »

The Idea of Orc Waifu is a green deck that likes making Critters. Fitting with the theme of low vitality swarms.

I leave it up to nuke to figure out if Revival Lily is balanced or not. It can be destroyed to kill the revived monster, so.

Also, 10 damage a turn is ridiculously strong on a 0 cost card.

NAME*: Mass Conversion Cannon
COLOUR*: Yellow
EFFECT: At the end of your turn you can tribute 1 card you control; deal 10 damage to a target's Vitality. If the Tributed cad had Energy Counters, you can pay 1 Rad to add it back to your hand.

A big issue is that unlike when players could submit their own cards, we have no united design philosophy. (I want Energy Counter on Yellows, Strik wants Waifus and doesn't care about Energy Counters. And you submit burn.)

What's the overall goal we want to focus on? Heavy Hitters, unique effects, swarms, or field stickies and tricks? (Also see Dreaming Waifu get reviewed. And maybe Revolutionist.)
« Last Edit: November 02, 2023, 09:59:27 am by TricMagic »
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Stirk

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Re: DIYCCG - Team Two
« Reply #41 on: November 02, 2023, 10:18:15 am »

NAME*: Power Plant Waifu
COST: 0
IMAGE*:
COLOUR*: Yellow/White
TYPE-SUBTYPE: Sticky-Waifu
EFFECT: At the start of every turn, generate 2 Rads. At the end of each turn, the player that owns this card looses 10 Vitality.
FLAVOUR TEXT: Plants generate everything a human needs to survive on this barren world
STRENGTH-VITALITY: N/A
RARITY: Common

I would have went with an image from the original anime/manga but those ones don't wear cloths :-/

Quote
What happens if their just do an AoE card and kill everything here?

We get at minimum 4 Rads and summon something tougher, before Tric ruined it. The Goblin Waifu should be immune to dying as long as it has tokens out anyway.

Quote
It relies on you playing two consecutive cards without the opponent interacting with them in two turns. It’s not some “dies to removal” lmao joke, let’s say we do a two-turn strategy of Scientific Waifu-Goblin Waifu strategy.

Ooooor three turns with your opponent doing whatever they want.

1. Lay down a rad generator (like the grey card)
2. Lay down goblin, generate a token. The token eats one attack for the Goblin so the enemy's move doesn't matter (including field wipes)
3. Lay down ACSW, plan is in motion.

Not that it matters since the card is useless if it can only generate 2 Rads per turn :V

Quote
So why not go the toxic face-burn route, the only way to  win is to get the player’s vitality to 0 if your not going the burn their deck through milling route. You can try to achieve “board-control” through having larger stats on the field or… you can just burn them.

Because it is a lot faster to punch the enemy in the face with high value cards until they die, your strategy is already completely destroyed by the grey Dragon card :V
« Last Edit: November 02, 2023, 10:22:13 am by Stirk »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #42 on: November 02, 2023, 10:53:17 am »

Strik. The point is balance. Do you want to make cads that get nerfed to hell?

Your strat seems to be your normal summon uber monster and kill someone before they can do anything. As opposed to a more balanced approach.
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Stirk

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Re: DIYCCG - Team Two
« Reply #43 on: November 02, 2023, 11:06:30 am »

Strik. The point is balance. Do you want to make cads that get nerfed to hell?

Your strat seems to be your normal summon uber monster and kill someone before they can do anything. As opposed to a more balanced approach.

The point of the game is to sneak the most broken cards possible past the GM, not to go "Noooo GM our own card is too powerful please nerf it before we use it to win a game noooo"

All I've done so far is try to get a Rad generating base out. No matter what strategy we use we'll need rads.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #44 on: November 02, 2023, 11:15:03 am »

Quick play 1 star generators are fairly useful. But you want a lot of rads quickly.
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