oEtG Forum

General Category => Cards => Light => Topic started by: serprex on June 20, 2019, 10:28:53 pm

Title: [Buff] Crusader
Post by: serprex on June 20, 2019, 10:28:53 pm
Buff: Remove summoning sickness after endow

Currently the best uses of saders tend to be with weapons which have on hit effects, like vagger or oceanus or jade staff. Repeatable CC is pretty useful tho, so Eternity & OE are still good. Pulvysaders is a rough trio

Early on there'll still be pressure to actually have the quanta to use abilities at that speed

Argument against: how big of a deal is it if I get to play 3 RTs immediately when I play Eternity? Costs ~15 :time & I have to dig through half my deck & my saders have to wait on their endow. So it's a pretty janky scenario

Makes infinite damage Boomstick-endow-shardgolem combo smoother, but that wants SoR still to cast indefinitely
Title: Re: [Buff] Crusader
Post by: Chapuz on June 21, 2019, 12:48:19 pm
Not much of a change, not game-breaking in any sense and more importantly makes crusaders a bit more fun.

When playing the crusader before the weapon, you will cast the weapon effect only once (from the sader), and when playing the crusader after weapon too (from the weapon, because sader has summoning sickness).
Title: Re: [Buff] Crusader
Post by: Denver on April 28, 2024, 12:49:45 am
I like the idea of Crusaders, but they still feel a bit outdated. A lot of other old cards as well as newer cards seem to have great interactions and targeting options, but Crusaders still feel a tiny bit wonky. Some possible (individual) changes:


Some of these suggestions work better as a lone change, some might work better when combined.

I'll admit these suggestions are not coming from a mechanically sound place, but more of a "I just think Crusader is a funny li'l guy and I want to play fight with my own personal army of funny li'l guys" kind of place :3
Title: Re: [Buff] Crusader
Post by: serprex on April 29, 2024, 02:18:40 am
saders are way stronger than in original

1. accelerated when endowing
2. cheaper
3. more weapons to choose from
4. being able to buff weapons means saders get to duplicate buffs, making tempervadersader quad a tier 1 deck vs arena
5. living weapon

Most likely direction I'd go is allowing endowing on morning star, doesn't impact existing decks while opening up a slow durability option, would have to make sure it isn't too strong with SoW

Not going to remove being able to target opponent's weapon. That takes away from design trying to create novel decision making scenarios rather than having cards force decks to play out in specific ways
Title: Re: [Buff] Crusader
Post by: Denver on April 29, 2024, 01:35:58 pm
Thanks for the response

Yeah I agree Crusaders are a lot better than originally, it's just they feel a bit weird is all I'm saying. For instance, I feel like so many cards were given more freedom (not necessarily in a buff sort of way) in their targeting choices in ways that make sense. Endow definitely follows conventions in that it restricts targeting cards in hand, but given that it can only target weapons, which are perhaps one of the smallest subsets in the game, it feels incredibly restrictive to have a choice in hand that would have to delete your current weapon just to give to your creature. Of course it's with good reason if they would be too powerful otherwise though; my own knowledge of what is and what isn't is limited I think so I appreciate the insight

I think you bring up a good point with the duplication of buffs, which can be a powerful strategy. My ideas however were not to buff an already strong strategies, but merely open more options for alternative strategies that make multiple weapon choices more flexible and easier to use rather the better single weapon focus. But then of course creating flexibility usually makes the already strong choices even better in some ways