[09:39] serprex: Fun thing: Heal can heal your ally, whereas SoD & Miracle can't
[09:39] @dawn: I'd assume it would be hard to implement, but could you have a mini boardstate in a corner somewhere?
[09:39] @dawn: For untargeted opp/ally
[09:39] serprex: Rendering is surprisingly easy now that we're using React
[09:39] @dawn: Oh cool
[09:41] @dawn: 1v2 PvE yes
[09:41] @dawn: P l e a s e
[09:41] @dawn: I must have 1v2 quests
[09:41] @dawn: I assume creatures only attack the opponent you're targeting
[09:43] serprex: Correct
[09:43] serprex: RNG fest would be to have them randomly pick an opponent. Prevents targeting one player as much
[09:43] @dawn: Could also make 2v1 quests with CPU ally
[09:44] iancudorinmarian: What a time to be alive
[09:45] @dawn: Bless
[09:46] @dawn: This could have some nice card changes, let GP target players
[09:46] serprex: GP can already target players
[09:46] @dawn: Oh it can?
[09:47] @dawn: That's cool, though in this implementation, would it force creatures to attack a certain player?
[09:47] serprex: Yeah that could be worked out, right now it just removes gpull from field
[09:47] @dawn: It would probably be OP though
[09:47] serprex: gpull is currently stored on the player, you're getting into the concept of teams
[09:47] serprex: Since it'd be a team status
[09:48] serprex: Trying to work out implementation that doesn't involve a team id
[09:48] @dawn: In a 2v2 environment, would force target player be too strong?
[09:48] serprex: No clue, too early to say anything about 2v2 balance
[09:49] @dawn: Yeah true
[09:49] @dawn: My first thought is to have 1 deck be purely control, and the other to be super scaling
[09:51] @dawn: Including Burns, Epoch could be fun, Dream Catcher
[09:51] serprex: Have to defend 2 rushes trying to take out one player quick to try get into a 2v1
[09:51] @dawn: Board Control + Hand Control vs Rush + Rush
[09:51] @dawn: Fascinating
[09:59] serprex: So most annoying thing is concept of "player's foe" but we can keep this as "player's target". Player can change target however often they like, like a Rustler. So leave "foe" prop as it exists today. Allow changing target to ally too, in case you want to attack them with Shamans or they have SoSa or they have a reflective shield & you have firebolts & they've targeted an opponent with reflective shield
[10:00] serprex: Team id merely to store "members" & be the id of game's "winner" is straight forward to add
[10:00] @dawn: This looks super convoluted wow
[10:01] @dawn: It's amazing
[10:02] serprex: Also opens up potential use cases for Give
[10:03] @dawn: Yeah Give is a cool card here
[10:04] serprex: Friendly innovation
[10:04] @dawn: Oh damn Embezzle
[10:04] serprex: Give is useful to try salvage some of your board state to your ally before you get popped by opponents
[10:05] @dawn: Wait a minute
[10:05] @dawn: How do Shaman and Embezzle work
[10:05] serprex: Yeah, room for having 1 player using shamans/embezzles to help both players stall, while other player can attack
[10:05] serprex: Shaman ability is loboable now, so end up with a -4|4 with embezzle
[10:06] @dawn: Or does Embezzle remove the "Attack owner twice"
[10:06] @dawn: Damn
[10:06] @dawn: Such a shame
[10:06] serprex: Just play Shadling/Hognose
[10:07] serprex: Antimatter/Hognose/Embezzle probably where combo's at, pretty expensive tho
[10:07] serprex: But it isn't like you have to play trio, since there's 2 players
[10:08] serprex: End up with gross things like monodark/monotime ghostmare duo
[10:09] @dawn: Scorp Claws Embezzle could be fun
[10:09] @dawn: With Shamans
[10:09] serprex: Not sure that works tho, would have to be able to target ghosts without having ally set as target
[10:09] @dawn: Would need AW
[10:09] @dawn: But doable
[10:10] @dawn: Yeah not sure how MonoMare would work
[10:10] serprex: UI should separate idea of "looking at player" from "targeting player" anyways
[10:10] @dawn: That being said, MinoMare + GhostMare(modifié)
[10:10] serprex: that's dirty
[10:11] @dawn: And you can NM allies for pseudo-Fractal
[10:11] serprex: Only one player needs to bring nightmare even
[10:11] serprex: That's probably op
[10:12] serprex: Would have to restrict nightmare to only foes, even the damage part of nightmare can be a useful attribute here
[10:12] serprex: Nightmare + reflective would also be silly. Empty hand, nightmare damages 16 to target, fills ally's hand
[10:13] serprex: Ally reflective also allows UG to bypass opponent's reflective
[10:14] serprex: Give/Firebolt with an ally that rushes fire quanta can go places
[10:14] @dawn: Would a fix be to only allow 6 cards between both decks?
[10:14] serprex: Explain?
[10:14] serprex: Also would want sobr to be opponent-only
[10:14] serprex: Or "all players"
[10:15] @dawn: So DuoMare would only allow 6 Nightmares in both decks in the 2v2 scenario
[10:15] @dawn: Aka
[10:15] @dawn: 1/5 split, 6/0 split, etc
[10:15] serprex: Nah, duomare wouldn't even run nightmare in both decks
[10:15] @dawn: Some variants would for sure
[10:16] @dawn: Maybe only 4 copies of each
[10:16] serprex: Just one player brings ghostmare, other player brings chaosmino
[10:16] @dawn: Oh CP is gross too
[10:16] serprex: Yeah, one player brings sofr, other player CP's their wyrms
[10:17] @dawn: If everything is broken then nothing is broken
[10:17] serprex: 4 copy limit might be fun to bring about just as an excuse. I've been annoyed with 6 card limit often enough as a holdover from original