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  1. #1
    Senior Member Storknest's Avatar
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    Do you have any problems with current SF cards?

    I think it is time for another discussion of cards in SF before it goes Final. Here are cards I would like to see changed to make them worth considering, tried to keep this short only to ones that clearly NEED something done.

    Heroes
    Raikka needs something, if a full ability change is out, what about swapping hers and another Hero who is thought to need something? Would swapping abilities benefit both?

    Human Allies
    Ascetic of Aldmor - This poor soul needs help badly, it will never last long enough to see its ability used and the limitation on him/her ability makes it less playable. Give it Haste or Hidden then modify its ability like below so players can get at least 1 turn use out of it before it soaks up an attack.
    0SE: Target opposing ally with cost 3 or less loses 1 base attack.

    Mage
    Fatebeak Familiar - at first in the TS Beta, I liked it but now I have seen it get baited into death even by the AI and this is bad if it winds up the only Homunculus you can boost somehow. Other ‘Puwen type’ allies in this set (Bladedancer, Ironmonger, cc2) have use without penalty. I have recently found Plightbred Runt is a better low cost Homunculus for Shadow, Human has nothing with Fatebeak being baitable.

    Amulet of Conjuring - I have never considered or seen it used, seems Mages have looked to other sources for card draw.

    Hunter
    Venomflame Archer - seems to benefit Skervox but the ability costs 1SE, could it cost cc instead?

    Rogue
    Vozitian Trader - I like except 4 health is vulnerable. Would gladly like to see 2/5 or 1/6 stats.

    Oliver Fagin - too much at 7cc. Lower to 5cc and remove one of the 2 abilities.

    Wulven
    Midnight Howl - would like to see it return itself to hand instead of the ally for solo decks.

    Human Abilities
    Last Harvest - just seems odd to me a 1cc card has a 3cc cost for what it does. what about 1cc for only one ally to benefit?
    There are times I'll make up words and slip them into conversations just to see if anyone is actually protempifying to what I'm saying. - I'm not normal

  2. #2
    Lead Developer / Designer Gondorian's Avatar
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    Some of these are due to change in 2.86 (Raikka, Fatebreak Familiar, Amulet of Conjuring and Oliver Fagin). I hope to be able to reveal all the balance changes by Monday!

  3. #3
    Lead Developer / Designer Gondorian's Avatar
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    Please don't let that comment interfere with discussion though. Sorry if it sounded like I was trying to cut this off!

    I'll step out of the way now ...

  4. #4
    Senior Member tafkad's Avatar
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    A lot of interesting and worthy suggestions, the only one that looks a little wee bit out of control is making Midnight Howl coming back to your hand enabling you turn every 3cc wulven into a 4cc haste not to mention late game tiger wolf...


    The 2 cards on my mind lately are still from them pesky little ravagers, I know they are going to see some changes and two that come to mind are:

    1. Spitfire Hound - currently a 2cc drop for a 1/3 with:

    When Spitfire Hound is summoned, you may destroy target item or ability you control: if you do, target opposing ally takes 3 fire damage.

    Would like to see it be a 2/3 (truth is fire attack can be a drawback at times) I know making it able to target heroes presents a problem because of shadow mages, suggest also "allies taking damage form Spitfire Hound are set a Flame" - any changes on this 2 drop that enhance it's already unique ability will be welcomed

    2. Ravager Zealot - This is an interesting card and pretty darn useable now, just a little limited by the condition restraint which is fine, I would really like to see a slight mod on this one change from:

    When Ravager Zealot is summoned, you may destroy target item or ability you control; if you do, Ravager Zealot gains haste.

    TO:

    When Ravager Zealot is summoned, you may destroy target item or ability you control; if you do, target ally you control gains haste.

    Still the same and added ability tweak just as conditional, still requires 2 cards and 3cc so not a game breaker, more of a mid/ate game incentive with cleric in mind - Plenty of Aldons and other buffs out there KP TH ALR etc making other human hasted allies pretty tough later in game, Shadow possibly needs a little help in that very area to help ravager decks emerge or grow

    Just those 2 creatures alone and maybe an added ally to the tribe (or more?) would make a real difference in the playability (mainly Cultist or possibly Grimghast giving them draw and or Anti-Aldon). I am discovering with them still and they look very interesting for the future.


    I'm sure there are other card's that others will mention as well so just noting these 2 for now.

  5. #5
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    Confluence of Fate
    A conditional Blood Frenzy that requires a lot of attachment investment. I understand that it's a neutral card, but I only ever see it in Jericho and Vess decks. One is a gimmicky solo build and the other already has BF.
    Raised in Exile. Trained in Kiptergarten. Mastering the ways of SE one step at a time.

    Long live the Queen...

  6. #6
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    Quote Originally Posted by Gondorian View Post
    Some of these are due to change in 2.86 (Raikka, Fatebreak Familiar, Amulet of Conjuring and Oliver Fagin). I hope to be able to reveal all the balance changes by Monday!
    hopefully it includes the art for Oliver Fugly...

  7. #7

  8. #8
    Senior Member Storknest's Avatar
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    NP, just thought it was time for open discussion on cards since you mentioned there were not many considered needing changing lately.
    There are times I'll make up words and slip them into conversations just to see if anyone is actually protempifying to what I'm saying. - I'm not normal

  9. #9
    Junior Member edmmm's Avatar
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    How does Vision of endia's ability works?
    (attached to target opposing ally, all damage to that ally is Doubled.
    Using Tapatalk

  10. #10
    Junior Member edmmm's Avatar
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    Fortified wisp buff by tala, buff by bladedancer attached by endia's.
    Fortified wisp (4/5)

    ex. Attacked by deathbone attached with blood thirsty

    Fortified wisp 4/5)w/ endia
    Attacked by
    Deathbone (3/2) w/ blood thirsty

    After attack

    Fortified wisp(4/3)
    Deathbone killed

    Ability effects

    Fortified wisp 5/3)
    -2(deathbone ability) = 0 effect

    Buy fortified wisp has endia it should be - 4

    Fortified wisp should now be (5/1)

    Is this bug or am I wrong? Please help thanks
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