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General Category => Decks => Topic started by: serprex on June 17, 2017, 12:09:31 pm

Title: Drill52 [nerfed]
Post by: serprex on June 17, 2017, 12:09:31 pm
Monodrill52
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Noobdrill52
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MonoNoobDrill52
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Not sure if Hand Drill will turn out super OP because of spell shuffle
Title: Re: Drill52
Post by: Chapuz on June 21, 2017, 05:09:28 pm
1- Got a tabla of cards/damage of 52 OTK?
2- Do you plan on continueing developing this game further on or this card was a sporadical thing?
3- I managed to beat several champs and some DGs with this deck (in the sandbox, ofc). I didn't find another use other than sundial chain, where you can outheal the opponent's weapons with sanct or anything. 3 drills in hand on play optimal amount, I guess.
Drill
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4- If you manage to survive the first turns, it's not even weak to heavy PC because you can play 2 dials per turn. It's a bit OP, but probably because of being the same element as the dials. It's worth more testing, probably with ricco and thunderbolt, dying shadow for bone wall, SoSe...

Nice new card.

EDIT: Just realized that Ricco doesn't target players as targets. Why is that?
Title: Re: Drill52
Post by: serprex on June 24, 2017, 04:57:17 pm
Sporadical. I made the card over the course of half an hour, my primary devotion with development is currently Luwa (https://github.com/serprex/luwa) & playing Diablo 2. What do you mean by damage table? It's just the # of cards deck, divided by deck multiplier

The sundial spam really is super op. With time barrier one can work around weapons. Sancts pretty good vs poison

Rico doesn't target players because otherwise it'd be too clean a board clear + kill with RoF/Reflect/Firebolt

Hand Drill decks mostly instalose to enough PC (can't stop deckout) so BE/Pulvy are pretty good. Once it gets rolling you can play 5 dials per turn, so a couple explosions can't burst through with SoPa

Sundial really ruins this game. I should really put in some kind of silence-self effect on dials
Title: Re: Drill52
Post by: Chapuz on June 26, 2017, 01:42:35 pm
So you aren't making game dev atm, so sad :(

The Sundial is not the OP thing here, it's the Drill that combines it with innovation. Another abusable card is Silence, btw.
Multiplying this cards is OP. Just beated several DGs with phase dragons and silence chains.
Title: Re: Drill52 [nerfed]
Post by: serprex on July 02, 2017, 12:16:43 pm
Hand Drill can now only target creatures. Alternative would be to only allow targeting opponent's instances
Title: Re: Drill52 [nerfed]
Post by: Chapuz on July 03, 2017, 01:33:41 pm
Nice nerf, I guess.
the only issue now is that it's UP compared with Mitosis and Fractal, that gives you the result (copies) instantly.
The only real use this card would have is to avoid decking out in long games.
Maybe copying permanents can make something good but not UP?
Title: Re: Drill52 [nerfed]
Post by: elenchus on July 07, 2017, 12:09:41 am
Nice nerf, I guess.
the only issue now is that it's UP compared with Mitosis and Fractal, that gives you the result (copies) instantly.
The only real use this card would have is to avoid decking out in long games.
Maybe copying permanents can make something good but not UP?

Not quite; it has a use as a way to provide a steady stream of fodder to Tesseract.

The whole idea behind Tesseract decks is to cheat out expensive creatures for a ridiculously low quanta cost, which previously resulted in an inherent flaw in the deck. Because you can cheat out creatures at low quanta cost, you don't use many quanta sources, which means you really, really don't want to draw into the expensive creatures you're cheating out. You have to reduce the number of creatures in your deck to avoid drawing into them in order to avoid just getting facerolled on with five dead cards in hand, but this means a few good creature control cards will wreck your total damage output. Furthermore, extra copies of Tesseract are effectively dead, since a single Tesseract will go through all your creatures in short order, but the deck rolls over and dies if it doesn't draw Tesseract by turn 2 so you still have to run six copies.

Hand Drill solves all three problems. Now you can just run two or three creatures in your deck (ensuring one copy will remain in deck by the time you draw into a Tesseract), reducing the number of dead draws. Providing a steady stream of creatures in deck means your total damage output will no longer be capped and allows the use of extra copies of Tesseract.

I'm not sure Tesseract decks are now viable with the implementation of Hand Drill, since they're still pretty slow and vulnerable to permanent removal, but they're definitely in a much better spot now than they were last month.

(That said, I really must question the flavor. Why do hand drills have the ability to copy cards, really? They don't exactly scream Time to me.)
Title: Re: Drill52 [nerfed]
Post by: Chapuz on July 07, 2017, 02:57:57 pm
This concept works, but there are better rushes. The concept would be usable if you have a decent-ish stall and use Tessa for slowly summon a bunch of dragons while you stall.

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The other option I see is to upgrade Tessapult, but it has too many weaknesses

EDIT:

This concept works, surprisingly. Made it in 2 minutes.

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