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Author Topic: MACCGG II - Arenas - Turn 2  (Read 1164 times)

Quarque

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Re: MACCGG II - Arenas - Turn 2
« Reply #60 on: December 07, 2025, 07:06:23 pm »

Public appeals:
#1 circle of bones is very overpowered. It lets you accumulate massive amounts of cards (and mana, as you can crystalize all you want) very quickly. If you get 1 card per sacrificed creature, that's still strong with all the token generation.

#2 Scavenge is underpowered. In the best case it is a winmore card - you can't expect to destroy multiple summons when you're behind. I would suggest to reduce the cost to 1 wild.
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FallacyofUrist

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Re: MACCGG II - Arenas - Turn 2
« Reply #61 on: December 07, 2025, 07:54:09 pm »

Re, scavenge: its Cost is probably too low at 1. The issue is that it has an unrealized synergy. It only counts destroyed Summons, but those Summons don't have to be destroyed by battle.

If you play a mass-damage spell or effect, then activate Scavenge, you could potentially get a large draw.

However, that's difficult to set up.

I'd say lowering its Cost to 2 would be fairer.
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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.

Counterfactual

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Re: MACCGG II - Arenas - Turn 2
« Reply #62 on: December 07, 2025, 10:38:17 pm »

I've made some utilities on Google Sheets that may be helpful. You can make copies of them or download them as your preferred spreadsheet format.

First, a deck designer aid.
Should be fairly self-explanatory.

Second a battle state tracker. Here's a version with some example values filled in, and here's a clean version.

The battle tracker outputs your board state into a single cell on B19 that can be quickly copied to Discord. Each cell in the Hand, Summons, Item, Gem and Discard rows represents a separate card. The amount of cards left in your deck is computed automatically. To get this calculation to work with tokens, you need to mark all token cards created with the string "T!" somewhere in their text, which will update the 'Tokens Outside Deck' cell automatically. Unfortunately, there's no automated way of accounting for tokens added to your deck other than to manually update the 'Tokens in Deck' cell.

You'll need to rename the types of mana to the ones you actually use. If you use more than two kinds (besides typeless), you'll need to add in extra rows (sorry VermilionSkies).

Note that you can copy the "Next Turn" mana cells into the current mana cells at the beginning of each turn to account for mana generated by gems that turn. However, you must do so using Control+Shift+V to paste the values and not the formula. If you forget, it'll generate a REF error so you don't need to worry about doing it by accident without noticing.
« Last Edit: December 07, 2025, 10:51:19 pm by Counterfactual »
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Criptfeind

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Re: MACCGG II - Arenas - Turn 2
« Reply #63 on: December 07, 2025, 10:51:49 pm »

How does reprinting work? I saw someone mention it on discord, when we make a new pack can/should we put in (presumably non unique) cards from other packs if we want them/don't want to make 10 new cards?
« Last Edit: December 07, 2025, 10:54:52 pm by Criptfeind »
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TricMagic

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Re: MACCGG II - Arenas - Turn 2
« Reply #64 on: December 07, 2025, 11:04:18 pm »

Will make the pack public by default but yes.
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FallacyofUrist

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Re: MACCGG II - Arenas - Turn 2
« Reply #65 on: December 07, 2025, 11:21:29 pm »

It seems like a waste to put old cards in a new pack, but I guess in some situations it makes it more efficient.

Like taking a card you want from a pack you don't want, then putting the card in a new pack.



Here's my observations about which phases of the game each type is strongest in.

Wild is strongest in the early-to-mid game, having strong tempo tools, but lacking lategame options presently.

Might is strongest in the early-to-mid game, having a variety of stat bricks that can apply constant pressure, but little variety or exotic effects.

Undeath is strongest in the mid game, being able to exploit a built-up discard, but not having finishing power.

Order is strongest in the mid-to-late game, having control and lockdown pieces, but taking some time to get set up.

Metal is strongest in the late-to-ultra-late game, needing an immense and slow setup, but eventually manufacturing powerful summons.

Chroma is strongest in the mid-to-late game, as long as it gets enough mana generation going.

Flock of Magpies would ruin Chroma.
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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.

Criptfeind

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Re: MACCGG II - Arenas - Turn 2
« Reply #66 on: December 08, 2025, 09:22:08 am »

I kinda think bone circle is probably (currently) okay EXCEPT for phylactery staff. On it's own sacrificing a dude is a very real cost that makes it very tempo negative, and I think generally draw that's bad against tempo will become slightly less good over time as decks are refined.

Phylacteries staff as well imo is fine, the payback time on it is pretty darn long and the cost is high.

It's just that when you combine these together (and especially with infested zombie) that this all comes together together to be so scary. Also bone circle existing as a sacrifice outlet could potentially grow in value if cards that want to die are printed.

So I'm a little unsure about nerfing a card because it's a strong combo, idk, it'd probably be fine to nerf. But it does harder drive these two into just being mostly a combo with each other. This maybe opens up questions about how powerful you can allow combos of specific cards that aren't broken separately to be. This combos probably pushing that edge either way tbh.
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Quarque

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Re: MACCGG II - Arenas - Turn 2
« Reply #67 on: December 08, 2025, 10:11:02 am »

I kinda think bone circle is probably (currently) okay EXCEPT for phylactery staff.
Consider this: it is entirely legal and reasonable to print a 0 mana 1/1 summon with quickplay. With bone circle on the table, that becomes a quickplay freedom of mind..

It's not only the existing token generation that makes this card gamebreakingly good.
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Criptfeind

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Re: MACCGG II - Arenas - Turn 2
« Reply #68 on: December 08, 2025, 10:25:31 am »

That's what the (currently) was for yeah. Although that's also a combo with a card that, in a vacuum, probably isn't good. How okay is that? You have very powerful plays that build this sort of inconsistency into your deck, although I guess with more ways to gain value from such pieces, you can build the consistency back in to a point I think. Tricky for sure.

Like I said I do think it'd be fine to nerf it, and you're right future cards are a worry.
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TricMagic

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Re: MACCGG II - Arenas - Turn 2
« Reply #69 on: December 08, 2025, 01:06:50 pm »

I kinda think bone circle is probably (currently) okay EXCEPT for phylactery staff.
Consider this: it is entirely legal and reasonable to print a 0 mana 1/1 summon with quickplay. With bone circle on the table, that becomes a quickplay freedom of mind..

It's not only the existing token generation that makes this card gamebreakingly good.
0/1. Zero cost cards are worth 3 points which Quickplay takes up on it's own.

Technically a 3/3 could exist but attack is more more valuable than health apparently.
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Quarque

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Re: MACCGG II - Arenas - Turn 2
« Reply #70 on: December 08, 2025, 01:22:15 pm »

If you take a 2/3 Recruit and substract 2 points of defense and 1 point of power, that's a total difference of 3 stat points.

So that's how a 1/1 with quickplay is exactly on curve.
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Rockeater

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Re: MACCGG II - Arenas - Turn 2
« Reply #71 on: Today at 09:45:47 am »

Public appeal: make deep drill futureproof
I think adding more components and contraptions to metal would be a fun direction for the future, in particular for multitype packs, for that I think deep drill should specify it rolls between the currently exisiting components and contrpations, both to avoid confusion where only some contraptions are known to players and to avoid dilusion of the pool making components the player can only gain by rolling some spefic contraption on the drill or vice versa.

Alternativly, you could buff the drill a bit and make it a choicecwhich component or contraption to make, getting a specific contraption in particular is extreamly rare in current metal so I feel this buff is reasonble.
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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.

NUKE9.13

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Re: MACCGG II - Arenas - Turn 2
« Reply #72 on: Today at 10:40:29 am »

Technically a 3/3 could exist but attack is more more valuable than health apparently.
No. Merely being a summon costs 1 point, before any stats:
Quote from: OP
A summon has a “tax” of 1 point, meaning a 0/1 summon has 2 stat points of value.

Appeal: Snowboarder
Reduce stats to 2/4, but change ability to "If your opponent controls a frozen card, this card has Quickplay"
Currently, it is almost never worth it to defrost an enemy card to quickplay a Snowboarder. Technically, a 2/4 for 2 could have Quickplay without added conditions, but that probably wouldn't fit Order.
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Long Live United Forenia!

TricMagic

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Re: MACCGG II - Arenas - Turn 2
« Reply #73 on: Today at 02:47:49 pm »

On people mixing points to make packs I am not in favor. That kind of overturns the champion bonus of not needing to save up points. Before we even get into who would get a Unique. Opening one pack also does not split cleanly either.

If it were to be allowed I'd say the Unique would just end up shuffled into the card pool. Say 3% chance of drawing the one unique taking away from the other rarity chances. With two people contributing the opening pack gets split too but I'd just do away with it for whoever contributed 1 point and give it to the 2 point person. (Which is as if they spent a point on a pack.)


... Though a mixed method also contributes to card pool bloat and makes it so saving points isn't as important.
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