Damn, I just missed competition. Here's 4 that I'd've submitted

I only just found out about the card competition :frowning:

Anyway, hereā€™s 4 cards that couldā€™ve been submitted:

Quicksand
Iceberg
Sow Harm
Pacify

3 Likes

Donā€™t worry @Xaxazak Iā€™m sure this wonā€™t be the last one. And I know you will have though of some more awesome cards by then!

Nice ideas! I t hink you would have had a good shot at winning.
But Decabytes is right, I dont think it will be the last one :slight_smile:

Very nice, I like the art and the ideas, especially Quicksand and Iceberg.

If I were designing Iceberg, Iā€™d make it so creatures slide across it, but die if they move onto it if there isnā€™t an empty space on the other side. I guess thatā€™s a bit complicated to articulate on a card. X)

No salt :rankbronze:, but none of the cards posted after the first day got anywhere near the number of votes, so if you had done them a couple of days earlier it probably wouldnā€™t have made a difference. Hopefully they will all be posted all at once to make it fair if they do run it again.

Some questions:

Iceberg: What is stopping a player from making three icebergs around their orb? What is the intended outcome of doing so?

Sow Harm : Why would the opponent ever bother to play the ā€œHarmā€ cards. Even if thats fixed, the cost seems off. 7 faeria for 3 damage to orb is really bad. On top of those problems with the card, do you really enjoy cards that only act to deal direct damage to the opponent? Is that gameplay fun? I much prefer burn in the current game which is all tied to creatures doing stuff and interacting with opponents.

Pacify : 3 faeria to stop a creature from attacking for a single turn seems very overcosted. Iā€™m not really sure what use this card could reasonably have.

1 Like

To add my bit here:

Sow Harm right now wouldnā€™t do much. As of now there isnā€™t enough cards with forced draw to mill someone. IF there was mill though, that would be insanely fun card, concept wise. And no, itā€™s not 7 faeria for 3 damage - itā€™s 7 faeria for 3 damage, 3 faeria burn and -3 card draw - and possibly milling his hand, too. I really like this one, even if itā€™s not quite fitting in todayā€™s Faeria card list.

Pacify is just a direct kind of a bodyblock, no different than a creature with taunt against a big creature. That being said, it cannot be buffed, but also cannot be removed. Itā€™s really hard to say if its under or overpriced. Yes, all it does is stop one creature from attacking, but so do the suicidal 5-8 faeria taunts that can win you games. It gives you the ability to force double or even triple trades or stop an enemy from removing your lethal with his creature. Back to the other side again, and itā€™s situational at best, dead balast at worst. Weird card, probably would benefit from some body - and that would also be in line with green motif.

ā€œ(Sow Harm is) 7 faeria for 3 damage, 3 faeria burn and -3 card drawā€

Thing is, nothing about the card forces opponent to play the ā€œHarmā€ cards that are added to the opponents deck. at the moment, its just 7 faeria for eventually preventing 0-3 of your opponents draws, depending on luck and how long the game goes

I agree that pacify would be better as a gift ability on a creature

Ramora:

Iceberg: What is stopping a player from making three icebergs around their orb? What is the intended outcome of doing so?

Well, you need 2 blues so youā€™d have to move terrain too. Youā€™d also need to roll all 3. And youā€™re still vulnerable to ranged, global orb damage, and running out of cards. Itā€™s possible but I donā€™t think itā€™s very useful.

Sow Harm : Why would the opponent ever bother to play the ā€œHarmā€ cards. Even if thats fixed, the cost seems off. 7 faeria for 3 damage to orb is really bad. On top of those problems with the card, do you really enjoy cards that only act to deal direct damage to the opponent?

Harm cards are effectively also a wasted draw. Plus they occupy space in your hand if you donā€™t play them. Perhaps the harm card faeria cost could go to 2. Or you could have a totally different system. Eg:

  • Playing a harm card just destroys the next non-harm card played (no effect, no cost). Cannot play 2 harm cards in a row.
  • Does X damage to Y random units. (Say 1 damage to 3 random units).

Pacify : 3 faeria to stop a creature from attacking for a single turn seems very overcosted. Iā€™m not really sure what use this card could reasonably have.

I think it should also disable taunt on the target for that turn. Perhaps itā€™s too expensive. Maybe 2 faeria and 1 green tile? My play style isnā€™t standard so my estimates might be off.


Galileus

As of now there isnā€™t enough cards with forced draw to mill someone.

What is milling, in this context? This is my first game of this type.


Itā€™s unfortunate that the cost of losing a draw is so high but the cost of wasting hand space is so low. I wanted Sow Harm to be a real hand-space nuisance, forcing you to play the Harm cards, but now I think theyā€™d be ignored as it is.

Iā€™m thinking now that it might be better if whenever you draw a Harm card you create a shadow Harm card in your hand (or on the top of the deck - auto-drawn when space is available). That way it can really fill up your hand.

Itā€™s getting kinda complicated though.


I didnā€™t think I had much time to make them as I was hoping I might just scrape through before everything was finalized - hence the art. But then I read it was over before I posted.

My favorite is Iceberg. Sow harmā€™s probably the worst as thereā€™s little strategy in choosing to play it. It might be better as a combat effect. Every time you attack you add 1 harm card to the enemy hand (or top of deck if handā€™s full).

Mill or milling an opponent happens when you force him to fill his hand up to max (9 cards) and then to draw some more. That means his next draw gets destroyed - and that is mill. Sow Harm would be epic in mill decks, as it would effectively force your opponent to choose damage to himself or loosing hand space, and that when going against opponent who can easily fill his hand.

1 Like

Thinking about Ramoraā€™s issue with Iceberg (walling off your orb with 3 icebergs).

To achieve it, you could:

  • Up-left then up then up-right then down-right, then move 1 tile.
  • Or you can just charge up the map down the middle then move 1 tile.
  • Or you can use meteor to clear around your orb.

Then itā€™s just a matter of getting dealt the 3 iceberg cards.
So itā€™s actually achievable. I guess itā€™d be pretty obvious what you were trying for even if you didnā€™t put down icebergs to start. But now it still feels to powerful.

Perhaps you should be able to fly over icebergs. It makes more sense and makes them less powerful.
You can also meteor them, of course.

But if you donā€™t have global damage dealers or fliers or ranged or meteor and your opponent walls off with icebergs, youā€™re left trying to survive and draw less cards, while your opponent probably drew as few cards as possible to avoid losing in that way.

Solutions:

  1. Let it be. Probably a bad idea :(.
  • You could limit icebergs to 2. Special case, though :(.
  • You could prevent placing icebergs next to eachother. Feels better if you can do it, though :(.
  • You could prevent placing icebergs next to your orb. Reduces their value a bit.
  • You could prevent placing icebergs where they would completely block passage between orbs. Kinda complex :(.
  • Max 2 icebergs next to an orb. Very explicit, semi-complex, but works.

Iā€™ll go with #6.

I would probably go with a whole different approach and make Icebergs a 10HP structure with special ā€œcan be placed only on waterā€ rule. I do feel like it would help to bring it in line, as opposed to this weird ā€œthingā€ that is neither this nor that and does not have a proper counter. And even without being able to block off your orb, I do feel like it would be just way too big of a deal without ability to damage it. On a hex grid, going around that thing would take forever.

does not have a proper counter

Iā€™m not sure about that. You spend to reduce the attack surface so youā€™re otherwise behind.
Counters are flying units (now), ranged, direct-damage (vs both orb and blocking units), and just bashing through the choke with your otherwise better economy.

Itā€™s akin to delaying with lots of taunts. If itā€™s too powerful just up the price.

On a hex grid, going around that thing would take forever.

The tiles must have been water previously (unless a meteor was used). So youā€™re probably not going to force major rerouting, and new units will be placed appropriately. And if you can cause a huge delay well thatā€™s just good strategy.

10HP structure

This is a very different idea. I like the idea of a permanent (except for meteor) neutral blocker, rather than something you can destroy.

I also find damage is extremely variable. Some games have 20+ damagers, others get to 6. I think 10HP would be way too low.