19 posts · 732 views · started 2018-05-26 13:14 UTC
DO
Donner
2018-05-26 13:14 UTC
#1
What card, how, and why?
I would change Setback’s Uncharmed Life to:
Whenever a hero target other than Setback would be dealt damage, you may redirect that damage to Setback. If he takes damage this way, gain an unlucky token.
Power: Setback regains 5 health. Destroy this card.
The normal version of this card has two issues. The first portion is too niche and too expensive to be used most of the time. The second portion is too expensive for its effect. With the above changes , Setback has another token generator (something his promo card could use!) and when the redirect is too painful to maintain, you can recover a good amount of health.
This card would combo well with Surprising Fortune, especially at low incoming damage values. It also would make Friendly Fire a friendlier option, as Setback could use Friendly Fire twice, then activate this card for a net gain of 2 health and 4 tokens for two plays and a power.
Thematically, Setback getting hit instead of someone else is still bad luck for him, and he should gain unlucky tokens from it.
DA
Dandolo
2018-05-26 14:43 UTC
#2
Good call… that would really really improve Setback’s deck in my opinion.
I’ll pick Expat’s Speed Loading:
I don’t like how it causes you to repeatedly draw the same cards so I’d change it to:
At the start of your turn you may draw a card. Then, you may play an ammo card.
PL
PlatinumWarlock
2018-05-26 19:41 UTC
#3
If it were me, I'd effectively swap the text for Absolute Zero's Onboard Module Installation and Wraith's Impromptu Invention. It'd speed up Absolute Zero's play speed, getting his base power online all the faster, while taking Wraith's already strong deck down a notch, but still giving her access to the equipment she needs.
AM
Ameena
2018-05-26 19:42 UTC
#4
Heh, maybe change That Card into an Ongoing or something, so you actually have some chance of avoiding it short of scouting it with someone like Visionary, like you do with Apocalypse ;).
P2
Powerhound_2000
2018-05-26 20:43 UTC
#5
I’d say just make it more like what Progeny has which destroys H based Ongoings, equipment, and environment cards.
P2
Powerhound_2000
2018-05-26 20:47 UTC
#6
I’ve got a few for some decks
For Guise I’d alter Gimmicky Hero to regaining a default 2 HP instead of being target based. As often discarding the top of
For Captain Cosmic I’d alter Cosmic Crest to making him and Constructs immune to energy damage only from non-hero cards so that he can still use Destructive Response to trigger Dynamic Siphon or Vitality Conduit.
For Bunker I’d alter Upgrade Mode to not prevent power uses. This would put it on par with other cards with similar ability and allow you to make use of those cards drawn through Ammo Drop without losing a power use.
MI
MindWanderer
2018-05-26 20:54 UTC
#7
I’d take the restrictions away from all of Bunker’s mode cards. Other than F5 Bunker, he’s an underpowered character in general, and I find that the opportunity cost of playing a mode card is usually not worth it at all. Sometimes Turret Mode if I’ve gotten very well set up early, but even then, I don’t think he’d be overpowered compared to other characters (like Naturalist) without mode penalties.
P2
Powerhound_2000
2018-05-26 21:27 UTC
#8
This is only for changing one card and Upgrade Mode is the one I can’t rationalize playing much at all.
TA
TakeWalker
2018-05-26 22:59 UTC
#9
I'd like to take a moment to speak up in defense of Devastating Aurora.
Having this card in one deck in the entire game is great. Make it an Ongoing, and it's Apocalypse, which I generally laugh at.
But That Card? It's That Card for a reason! It's the kind of card legends are built around!
You know what you're getting into against Dawn. Maybe she'll wreck your crew in the middle of the game, when you were just about to turn things to your favor. Maybe she'll play both in the first two rounds, setting you scott-free for the rest of the game. Maybe you'll never see it all... except for that one time Setback discards one off the top of her deck and you all breathe a sigh of relief and shake his hand for being so darn clumsy.
Devastating Aurora is punishing, yes, but it's exciting. Plus, it's thematic that she destroys more stuff than Progeny because who won in the Cosmic Contest? That should've been our clue. :V
Granted, if there's a card I could change, it'd be Sedative Flechettes. Tons of damage on top of a board wipe is just not fun. :/ Technological Singularity is nasty, but at least it's thematic. I'd rather the Flechettes did, say, (H)-1 to all, or 3 to the (H)-1 highest, and destroy one ongoing for each hero dealt damage. A little bit of setup destruction keeps a villain from being, well, Ambuscade, but that card's ridiculous and I hate it.
MI
MindWanderer
2018-05-26 23:47 UTC
#10
Fair enough. For me it would be Recharge Mode, though. The first round you play it, it just replaces itself, costing you your play and power (which could have been a draw anyway). It only does anything at all in subsequent rounds, and is really only good for loading up the Omni-Cannon.
PA
padcurtin
2018-05-27 00:34 UTC
#11
Omnitrons Disruptive Flechettes , H plus one damage and destroy all ongoings , how about H minus two range and destroy h plus one ongoings
Either that or I would replace one copy with another drone
CA
carnilius
2018-05-29 18:17 UTC
#12
I use Recharge Mode for tanking, card draw is just a side benefit. Especially nice in Vengeance mode where at least one Ongoing is likely to be wiped before Bunker's next turn anyhow so it's a great sacrifice card. Upgrade Mode is strictly discard fodder, always, so I like Powerhound's mod.
AR
arenson9
2018-06-06 22:19 UTC
#13
Parse: Change her character card to: Discard a card. Draw a card. Deal 1 damage. She doesn't need to be stronger, but I'd like to see her effects that are based on card plays get more use.
DC
dclietz
2018-06-07 17:35 UTC
#14
Agreed. That card is one of my favorite villain cards! I like that you have to plan around it and it makes the fight unique. I don't mind Flechettes for similar reasons.
My least favorite villain card is Spite's card that releases all the bystanders you have saved, making saving bystanders typically a bad play and defeating the purpose of the deck.
But rather than trying to save Spite's deck, the one card I'd change is probably speed loading or upgrade mode.
TR
Trajector
2018-06-07 23:56 UTC
#15
I also think it’s great that Dawn’s deck has That Card in it. One of the reasons she’s my favorite villain is because, out of all the decks, hers feels the most like there’s a villain player behind it to me. I have played several games where the heroes get all powered up, and it seems the turning point is well behind us - and then BLAM! Or we have a bunch of pesky Citizens out, but the Environment does something that will really save our rears next round - and Dawn plays her NOPE.
Some of those times are when I love Sentinels the most.
MA
Matchstickman
2018-06-08 10:53 UTC
#16
Finally remembing to post here!
There are lots of cards I would like to make minor changes to, but I think the one I am most annoyed with is Obsessive Planning.
It's a simple change, I would like to add "1 or " to it.
"At the start of Baron Blade's turn, destroy 1 or 2 Hero Ongoing and/or Equipment cards. If 2 cards are destroyed this way, also destroy this card."
Such a simple change but it allows more player choice.
RO
Ronway
2018-06-10 23:11 UTC
#17
I would change the flavor text to Cursed Acolyte to...
"Damn it, Ronway"
-Silverleaf, Google Games #All of them.
LF
Lord_Flash_Fire
2018-06-10 23:41 UTC
#18
Are you sure that's all you would change on the card?
This is the first thing I thought of reading the OP.
RO
Ronway
2018-06-10 23:56 UTC
#19
That's something I thought of too, but nah. I don't think Cursed Acolyte would look good with a pompadour.