stormcommando
1415 posts
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Teslectra
Unique Rare Imperial Assault
2/7/3
Jam All
Immobilize
Pierce 4
Frozen Crescent
Unique Rare Righteous
3/6/2
Swipe
Immobilize
Flying
Storm Lead
Rare Imperial
0/4/1
Rally 2
Siege 3
Jam
Graveyard
Unique Rare Bloodthirsty Structure
5/2
Summon Skeleton
Rally Bloodthirsty 1
Protect Bloodthirsty 2
Skeleton
UnCommon Bloodthirsty Assault
2/4/4
Summon Skeleton
Armor 2
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Rage_GhosT
1 post
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Ambush:allied assault cards immediately attack with 50% chance to use their skills as ignoring modifiers: on play, on death, etc.
Clone:the enemy assault card is cloned and transferred to your deck with a 50% chance.
Tactical Irradiated
imperial assault card
ATK:2 HP:4 COOLDOWN 2
Berserk 1 on play
Poison 2 on death
Haslorn
raider commander card
HP:9
Ambush on attacked
Protect all raider 1
Gelid eye
legendary xeno assault card
ATK:0 HP:7 COOLDOWN 4
Regenerate 4
Clone 1 on play
Augment all 1 on play
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ultraprogamer
138 posts
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Divide by 0
Raider Assault
1/1/0
Summon Divide by 0
Nuff said
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JDOELE
63 posts
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Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/3/4
Refresh
Protect All Imperial 1
any comments would be appreciated
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PfCHellston
240 posts
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Coroner
Unique Raider
2/5/2 wait
Cleanse Raider
Augment Raider 2
Rally 1
Blitz Motor
Rare Raider
1/4/2 wait
Blitz
Flurry 2
Linecracker
Rare Imperial
2/5/2 wait
Cleanse Imperial
Siege 2
Flurry 1
Forlorn Hope
Unique Imperial
3/5/2 wait
Blitz
Immobilize
Sky Shepherd
Rare Imperial
3/6/3 wait
Flying
Refresh
Accursed Knight
Rare Bloodthirsty
2/10/3 wait
Intercept
Swipe
Leech 3
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lukediewalker
511 posts
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ERROR
Legendary action card
Weaken all 2
mimic all
poison all 1
Null
Legendary imperial assault
1/4/0
refresh
regenerate
summon Zero
Zero
uncommon imperial assault
1/2/0
supply 1
weaken 1
teslacoil
Legendary raider stucture
6/3
wall
armored 3
jam all
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lukediewalker
511 posts
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Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/4/4
Refresh
Protect All Imperial 1
any comments would be appreciated
give imperial excavator more delay…
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d00n
132 posts
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Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/4/4
Refresh
Protect All Imperial 1
any comments would be appreciated
Firstly, anything with protect all could never be uncommon.
Secondly, you’re creating a 1-drop that summons endless amounts of protect all structures with refresh. That’s insane, so the devs will probably pick this up as their next promo legendary…
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JDOELE
63 posts
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Originally posted by d00n:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/4/4
Refresh
Protect All Imperial 1
any comments would be appreciated
Firstly, anything with protect all could never be uncommon.
Secondly, you’re creating a 1-drop that summons endless amounts of protect all structures with refresh. That’s insane, so the devs will probably pick this up as their next promo legendary…
Regarding your first point, I thought giving it a proportionately high count down for its effect was a good way to make it an uncommon instead of a rare. BoD is a 2 CD card for a similar effect so I think making this 4 CD makes it a viable uncommon.
Your second point is valid so I’m reducing the health of underground bunker to three; now its within hydra range.
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d00n
132 posts
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Originally posted by JDOELE:
Originally posted by d00n:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/4/4
Refresh
Protect All Imperial 1
any comments would be appreciated
Firstly, anything with protect all could never be uncommon.
Secondly, you’re creating a 1-drop that summons endless amounts of protect all structures with refresh. That’s insane, so the devs will probably pick this up as their next promo legendary…
Regarding your first point, I thought giving it a proportionately high count down for its affect was a good way to make it an uncommon instead of a rare. BoD is a 2 CD card for a similar affect so I think making this 4 CD makes it a viable uncommon.
Your second point is valid so I’m reducing the health of underground bunker to three; now its within hydra range.
actually you just reduced its wait time to 3, or your excavator has 1 health and 4 turns wait.
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stormcommando
1415 posts
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Originally posted by d00n:
Originally posted by JDOELE:
Originally posted by d00n:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/4/4
Refresh
Protect All Imperial 1
any comments would be appreciated
Firstly, anything with protect all could never be uncommon.
Secondly, you’re creating a 1-drop that summons endless amounts of protect all structures with refresh. That’s insane, so the devs will probably pick this up as their next promo legendary…
Regarding your first point, I thought giving it a proportionately high count down for its affect was a good way to make it an uncommon instead of a rare. BoD is a 2 CD card for a similar affect so I think making this 4 CD makes it a viable uncommon.
Your second point is valid so I’m reducing the health of underground bunker to three; now its within hydra range.
actually you just reduced its wait time to 3, or your excavator has 1 health and 4 turns wait.
AND AT LEAST GIVE IT WALL OTHERWISE ITS UNKILLABLE BOD IS KILLABLE (AND UNIQUE)!
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bc007004
270 posts
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Today’s theme : Reputation Reward
Ground Probe
Common Xeno Assault
0/3/0
Tribute/Protect Xeno 1
Radar Base
Uncommon Imperial Structure
-/3/1
Rally 1/Protect 1/Summon Boot Camp on Death
Apache
Rare Raider Assault
3/5/2
Flying/Pierce 3/Disease
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JDOELE
63 posts
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Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/4/4
Refresh
Protect All Imperial 1
any comments would be appreciated
Regarding your first point, I thought giving it a proportionately high count down for its affect was a good way to make it an uncommon instead of a rare. BoD is a 2 CD card for a similar affect so I think making this 4 CD makes it a viable uncommon.
Your second point is valid so I’m reducing the health of underground bunker to three; now its within hydra range.
AND AT LEAST GIVE IT WALL OTHERWISE ITS UNKILLABLE BOD IS KILLABLE (AND UNIQUE)!
But it is now susceptible to the most ubiquitous siege card in the game… I don’t understand how that makes it unkillable.
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d00n
132 posts
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Leviathan
Legendary Raider assault
0/8/4
Swipe
Flurry 2
Armor 2
Open for comments
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JDOELE
63 posts
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Originally posted by d00n:
Leviathan
Legendary Raider assault
0/8/4
Swipe
Flurry 2
Armor 2
Open for comments
I like it, it’s in the right faction for its stats and seems reasonably balanced, Titan-esque power level.
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XRRRX7331
1870 posts
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Ever-multiplying Legion
4/2/1
Unique Rare Xeno Assault
Cleanse Xeno on Attacked
Regenerate 2
Summon Ever-multiplying Legion on Death
Disintegrating Mech
Unique Rare Raider Assault
2/9/3
Blitz
Weaken All 2
Summon Zero on Play
Amaterasu
Legendary Imperial Assault
0/6/1
Refresh
Protect All Imperial 2 on Attacked
Summon Assailant on Play
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stormcommando
1415 posts
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Originally posted by XRRRX7331:
Ever-multiplying Legion
4/2/1
Unique Rare Xeno Assault
Cleanse Xeno on Attacked
Regenerate 2
Summon Ever-multiplying Legion on Death
NO
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stormcommando
1415 posts
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Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/4/4
Refresh
Protect All Imperial 1
any comments would be appreciated
Regarding your first point, I thought giving it a proportionately high count down for its affect was a good way to make it an uncommon instead of a rare. BoD is a 2 CD card for a similar affect so I think making this 4 CD makes it a viable uncommon.
Your second point is valid so I’m reducing the health of underground bunker to three; now its within hydra range.
AND AT LEAST GIVE IT WALL OTHERWISE ITS UNKILLABLE BOD IS KILLABLE (AND UNIQUE)!
But it is now susceptible to the most ubiquitous siege card in the game… I don’t understand how that makes it unkillable.
Yah 1 hydra can take out 7 of these. (sarcasm)
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XRRRX7331
1870 posts
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Originally posted by stormcommando:
Originally posted by XRRRX7331:
Ever-multiplying Legion
4/2/1
Unique Rare Xeno Assault
Cleanse Xeno on Attacked
Regenerate 2
Summon Ever-multiplying Legion on Death
NO
To be quite frank, your two letter responses are quite un-productive, don’t be so crass.
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d00n
132 posts
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Originally posted by XRRRX7331:
Originally posted by stormcommando:
Originally posted by XRRRX7331:
Ever-multiplying Legion
4/2/1
Unique Rare Xeno Assault
Cleanse Xeno on Attacked
Regenerate 2
Summon Ever-multiplying Legion on Death
NO
To be quite frank, your two letter responses are quite un-productive, don’t be so crass.
Then allow me to respond in a more elaborate manner.
You cannot have something that summons itself, wether on attacked, on play, on death or every turn, since it would inevitably flood the board and cause a near-free win since you can’t beat an infinite amount of cards played in one turn. To summarize, NO.
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JDOELE
63 posts
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Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/4/4
Refresh
Protect All Imperial 1
any comments would be appreciated
Regarding your first point, I thought giving it a proportionately high count down for its affect was a good way to make it an uncommon instead of a rare. BoD is a 2 CD card for a similar affect so I think making this 4 CD makes it a viable uncommon.
Your second point is valid so I’m reducing the health of underground bunker to three; now its within hydra range.
AND AT LEAST GIVE IT WALL OTHERWISE ITS UNKILLABLE BOD IS KILLABLE (AND UNIQUE)!
But it is now susceptible to the most ubiquitous siege card in the game… I don’t understand how that makes it unkillable.
Yah 1 hydra can take out 7 of these. (sarcasm)
Do you really think a four health assault would survive seven turns to make seven underground bunkers? At max you could expect to produce 3 or maybe 4. Playing an underground bunker in a deck alone would just be silly, it’s an inherently worse Arms Depot.
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stormcommando
1415 posts
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Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/4/4
Refresh
Protect All Imperial 1
any comments would be appreciated
Regarding your first point, I thought giving it a proportionately high count down for its affect was a good way to make it an uncommon instead of a rare. BoD is a 2 CD card for a similar affect so I think making this 4 CD makes it a viable uncommon.
Your second point is valid so I’m reducing the health of underground bunker to three; now its within hydra range.
AND AT LEAST GIVE IT WALL OTHERWISE ITS UNKILLABLE BOD IS KILLABLE (AND UNIQUE)!
But it is now susceptible to the most ubiquitous siege card in the game… I don’t understand how that makes it unkillable.
Yah 1 hydra can take out 7 of these. (sarcasm)
Do you really think a four health assault would survive seven turns to make seven underground bunkers? At max you could expect to produce 3 or maybe 4. Playing an underground bunker in a deck alone would just be silly, it’s an inherently worse Arms Depot.
Hope Mason is Almost OP and it has 3 wait and summons marks of hope, which are weaker than underground bunker. This has 1 wait. Get it?
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JDOELE
63 posts
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Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/3/4
Refresh
Protect All Imperial 1
any comments would be appreciated
But it is now susceptible to the most ubiquitous siege card in the game… I don’t understand how that makes it unkillable.
Yah 1 hydra can take out 7 of these. (sarcasm)
Do you really think a four health assault would survive seven turns to make seven underground bunkers? At max you could expect to produce 3 or maybe 4. Playing an underground bunker in a deck alone would just be silly, it’s an inherently worse Arms Depot.
Hope Mason is Almost OP and it has 3 wait and summons marks of hope, which are weaker than underground bunker. This has 1 wait. Get it?
I don’t think comparing hope mason to this is very valid, mason has much better survivability (+3 health and a defensive skill) and mark of hope has an immediate impact upon play that assists in hope masons survivability, by healing it. Underground bunkers, on the other hand, have no immediate impact on play and it is highly unlikely that one will be active at the same time as the excavator. The opponent has much more time to deal with an underground bunker than they do a mark of hope.
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stormcommando
1415 posts
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Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/3/4
Refresh
Protect All Imperial 1
any comments would be appreciated
But it is now susceptible to the most ubiquitous siege card in the game… I don’t understand how that makes it unkillable.
Yah 1 hydra can take out 7 of these. (sarcasm)
Do you really think a four health assault would survive seven turns to make seven underground bunkers? At max you could expect to produce 3 or maybe 4. Playing an underground bunker in a deck alone would just be silly, it’s an inherently worse Arms Depot.
Hope Mason is Almost OP and it has 3 wait and summons marks of hope, which are weaker than underground bunker. This has 1 wait. Get it?
I don’t think comparing hope mason to this is very valid, mason has much better survivability (+3 health and a defensive skill) and mark of hope has an immediate impact upon play that assists in hope masons survivability, by healing it. Underground bunkers, on the other hand, have no immediate impact on play and it is highly unlikely that one will be active at the same time as the excavator. The opponent has much more time to deal with an underground bunker than they do a mark of hope.
no doubt rally 1 heal 1 is more powerful than protect all 1 (sarcasm) Besides, ever heard of chaos?
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JDOELE
63 posts
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Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:
Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2
Underground Bunker
Uncommon Imperial Structure
-/3/4
Refresh
Protect All Imperial 1
any comments would be appreciated
Hope Mason is Almost OP and it has 3 wait and summons marks of hope, which are weaker than underground bunker. This has 1 wait. Get it?
I don’t think comparing hope mason to this is very valid, mason has much better survivability (+3 health and a defensive skill) and mark of hope has an immediate impact upon play that assists in hope masons survivability, by healing it. Underground bunkers, on the other hand, have no immediate impact on play and it is highly unlikely that one will be active at the same time as the excavator. The opponent has much more time to deal with an underground bunker than they do a mark of hope.
no doubt rally 1 heal 1 is more powerful than protect all 1 (sarcasm) Besides, ever heard of chaos?
I didn’t say rally 1, heal 1 is better, I said it has situational advantages, specifically tempo advantages. On the topic of chaos, excavator would see play solely in Imperial based decks (Protect all IMPERIAL 1 is useless if you have no imperials) and Imperials have 0 cards with chaos besides LH, who can be played with just about any deck.
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