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Quests / Slay the Pillar
« on: September 02, 2024, 02:55:53 am »
I play a lot of Slay the Spire. I got thinking on what it'd look like to have a deck builder for oetg
One issue with quests is that there's one deck. With your cardpool it's too easy to counterbuild
Modron Cube was cool in Planescape: Torment
So what if we instead had players start with a basic card pool. Each floor they could pick between event / fight. Fight would pull from a set of prebuilt decks (maybe mix in some random generation, but over time I've learnt sampling prebuilt content is usually better than procedurally generated), which the player would have to counter with their cardpool. Taking inspiration from https://etg.dek.im/forum/index.php?topic=1037
So decks would scale up in stats etc. Relics could have effects like:
- start with creature in slot
- start match with dagger in weapon slot
- gain double draw, start battles with less cards
- first mulligan is free
- always start first
- gain an extra deck slot
Maybe have some equipment / enchantments that can be enabled/disabled
Initially I took cg's advice that StS format wouldn't work for EtG, but tonight for some reason it seems clear that it can be made to work
Player's would have a limited set of deck slots they could adjust between floors, but when they enter fight they have to pick deck. So if you only have 2 deck slots you have less flexibility. Opponent deck could sometimes be 'either X or Y' (ie, with enough options, hints would tell it's pulling from a dozen possibilities, but you know that at least it'll pull from the
decks in pool)
& ofc upgrades would come through some mechanism, events like 'discard a card from cardpool, gain an upgrade'
Thinking hp heals between floors, otherwise balancing healing cards gets too weird
One issue with quests is that there's one deck. With your cardpool it's too easy to counterbuild
Modron Cube was cool in Planescape: Torment
So what if we instead had players start with a basic card pool. Each floor they could pick between event / fight. Fight would pull from a set of prebuilt decks (maybe mix in some random generation, but over time I've learnt sampling prebuilt content is usually better than procedurally generated), which the player would have to counter with their cardpool. Taking inspiration from https://etg.dek.im/forum/index.php?topic=1037
So decks would scale up in stats etc. Relics could have effects like:
- start with creature in slot
- start match with dagger in weapon slot
- gain double draw, start battles with less cards
- first mulligan is free
- always start first
- gain an extra deck slot
Maybe have some equipment / enchantments that can be enabled/disabled
Initially I took cg's advice that StS format wouldn't work for EtG, but tonight for some reason it seems clear that it can be made to work
Player's would have a limited set of deck slots they could adjust between floors, but when they enter fight they have to pick deck. So if you only have 2 deck slots you have less flexibility. Opponent deck could sometimes be 'either X or Y' (ie, with enough options, hints would tell it's pulling from a dozen possibilities, but you know that at least it'll pull from the

& ofc upgrades would come through some mechanism, events like 'discard a card from cardpool, gain an upgrade'
Thinking hp heals between floors, otherwise balancing healing cards gets too weird
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https://www.youtube.com/watch?v=6UFNCdhyjbA
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Decks / There Can Be Only One
« on: February 25, 2024, 05:39:48 pm »
Long ago the concept of highlander decks came up in chat. In Hearthstone it's not such a stretch
First, I threw together a true higherlander rainbow, restricting even pillars

Afterwards, I decided if you lifted the pillar requirement the best mono would be life. It's performed surprisingly well in pvp

Of course, the other easy element to do this in was fire

& after winning a game vs Septima's time/life stall with it, I decided to do the rest










These decks are pretty fun since every draw is different
First, I threw together a true higherlander rainbow, restricting even pillars
Afterwards, I decided if you lifted the pillar requirement the best mono would be life. It's performed surprisingly well in pvp
Of course, the other easy element to do this in was fire
& after winning a game vs Septima's time/life stall with it, I decided to do the rest
this one's the worst
These decks are pretty fun since every draw is different
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Decks / Unupped Champ Decks for no-up-merge alts
« on: February 08, 2024, 05:10:11 pm »
With hardcore presets carrying no-up-merge, getting into upgraded cards requires entering champ with unupped decks initially. There is some level of control for building collection in hardcore, as if you're going for a specific deck then your current farmer shouldn't use cards from that deck. Here then are some decks considering how to achieve a reasonable winrate vs champ unupped
Lack of poison hurts
FFQ has been a recommended rareless champ endurance deck in past, but lack of bypass is painful. Can harvest these cards efficiently from mage. A Give from Mirror could help



dryfungus
ffq
monofire
monobond
need regrades from appraiser
monosalvager
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General Game Discussion / challenge mode experiences
« on: January 31, 2024, 03:03:36 pm »
Back in the day cg created the NBC thread on original. The thread collected various experiences players had in traversing their challenge
See relevant thread for details re challenge mode alts
I've spun up a hardcore alt, went with packs only, & then spent all my free packs on random element. Had 3 skele / 3 command in those packs, so made a command skele crapbow. Won a fog at one point, but lost that, & lost my chroma shield too. But my skeleton hoard has remained loyal so far
See relevant thread for details re challenge mode alts
I've spun up a hardcore alt, went with packs only, & then spent all my free packs on random element. Had 3 skele / 3 command in those packs, so made a command skele crapbow. Won a fog at one point, but lost that, & lost my chroma shield too. But my skeleton hoard has remained loyal so far
Spoiler for dear diary:
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Awhile back Elemensch asked why the unupped bonus was so high
It turns out that it was a bit too high. But after throwing together some 60 card rushes & posting them in global chat, I noticed a few people were grinding with my 60 card monofire. Post nerf things have consolidated more towards semiupped 30 card monophoenix









(old pvp deck, sure there's a faster deck with 52 that'd be more efficient for farming)

It turns out that it was a bit too high. But after throwing together some 60 card rushes & posting them in global chat, I noticed a few people were grinding with my 60 card monofire. Post nerf things have consolidated more towards semiupped 30 card monophoenix
mage
champ
mage
commoner
champ
mage
champ
champ
mage
mage
champ
champ
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Decks / Command Jelly
« on: January 21, 2024, 11:00:54 pm »unupped
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Decks / Miracle Mist
« on: January 21, 2024, 12:47:45 am »I'm starting to think 5-6 copies of Mist is a noobtrap. Think of it like an immaterial shield
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Decks / dispersemorphbolt
« on: November 23, 2023, 02:31:09 pm »
7 to 99 in under 2 seconds. Turlututu mentioned dispersion/metamorph. At first it seems like your mark gets randomized, but you can just cast metamorph again afterwards to correct it


creatureless
stonewall variant
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Decks / Living Defender
« on: November 20, 2023, 03:32:54 am »
Same idea as protectonics

LW Golem Defender, LW gemfinder, play Defender with DR equal to what it's hp was
LW Golem Defender, LW gemfinder, play Defender with DR equal to what it's hp was
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Art / Seeking shield art
« on: November 14, 2023, 04:17:39 pm »
https://etg.dek.im/deck/0153b0159l015cv015fq015j3015p6015sf0162j0171r01785017bf017ea017hj017nm017qv01813015m4017kk0153c0171s
I'd like to stay with Stonewall but need to figure out what licensing situation is for this historical graphic
Mist Mantle & Appreciation are public domain & look nice already
I'd like to stay with Stonewall but need to figure out what licensing situation is for this historical graphic
Mist Mantle & Appreciation are public domain & look nice already