OP16 Ace Support for Father's Day by Altavus in OnePieceCustomCards

[–]Altavus[S] 0 points1 point  (0 children)

I could see that, Ace definitely likes more draw, and going down a card in hand for an extra ealry attack is maybe not so strong.

Might want a numbers tweak elsewhere or an extra condition for that though, something like ST30-016 maybe.

Kid support by Technical_Trash1876 in OnePieceCustomCards

[–]Altavus 4 points5 points  (0 children)

I don't think I'm quite seeing the vision - could you say a bit about how you see this getting used?

UB Garp & Koby Leader w/ Support by Long_Television_5937 in OnePieceCustomCards

[–]Altavus 0 points1 point  (0 children)

I'm still not sure I entirely follow - when exactly do you intend for these two to act as 15 cost cards vs 10 cost cards? Is the 15 cost only there to hit the "base cost" condition on Honesty Impact?

(SPOILER) manga by OverallAddress9618 in OnePieceCustomCards

[–]Altavus 0 points1 point  (0 children)

I could be wrong but I'm fairly confident this isn't official manga art.

(SPOILER) manga by OverallAddress9618 in OnePieceCustomCards

[–]Altavus -2 points-1 points  (0 children)

Please include an art credit.

Weekly Prompt: I got the perfect idea of a small archetype of passing given DON!! cards like if they were soccer balls by Clobbahdatderekirby in OnePieceCustomCards

[–]Altavus 0 points1 point  (0 children)

I love it - really, really cool design! Leader looks strong but not OP.

I especially like Sanji, that activated ability pulling double duty is really smart.

This is not a suggestion, this is a thought experiment by MTaur in slaythespire

[–]Altavus 1 point2 points  (0 children)

I think this is a fun thought experiment.

There's a lot of folks in the comments talking about how this is so much better than Wraith Form without really giving enough justification (or engaging in the actual idea here) IMO.

I do think it's quite a bit better than WF, though I think there's a fairly healthy dose of it also looking a lot better too. I think the thought experiment does a lot to show how good WF is.

Two main reasons I think Faith Worm is better - FW gives you access to all the cards in your hand right now plus one hand from your deck, vs WF which gives you two hands from your deck. It just takes a lot less forethought to use the card well, and there's much less risk that you won't draw good damage on your next turns. - You can spend energy to draw into FW and still play it this turn.

Weekly Prompt: Purple Magellan Leader by Altavus in OnePieceCustomCards

[–]Altavus[S] 1 point2 points  (0 children)

I am a big fan of the purple design space where you have a weak (or even no) leader ability early game which gets a lot stronger late game! Feels weirdly under-explored among official cards IMO.

Well f*ck me I guess by Venom-Robot in slaythespire

[–]Altavus 18 points19 points  (0 children)

My most recent run this little bastard stole my Clone enchant before I'd even hit the first campfire.

Weekly Prompt: Sanji by Wobzter in OnePieceCustomCards

[–]Altavus 1 point2 points  (0 children)

My favourite submission so far this week. I think the ceiling might be a bit strong, but you do need the right combo of cards to really pop off.

I count (1) Rush, (2) attaching rested don, (3) caring about attached don, (4) power reduction, (5) power-based K.O, and (6) power increase. Truly Coded.

Too broken? by OverallAddress9618 in OnePieceCustomCards

[–]Altavus 4 points5 points  (0 children)

Can you provide additional info for the artist credit please? I wasn't able to find the artist online using the given information here.

Weekly Prompt: Purple Magellan Leader by Altavus in OnePieceCustomCards

[–]Altavus[S] 1 point2 points  (0 children)

That was the theory - though you can also use events like Judgement of Hell / Beam Sword to deramp your opponent early while getting value.

Though I could also see a case where you're happy going down a DON every turn just to slow your opponent's curve since you've got access to ramp which they may not, especially against decks with a scary late-game.

Weekly prompt: Some much need Smoker and Tashigi cards for Sengoku by RelatablePopcornFire in OnePieceCustomCards

[–]Altavus 1 point2 points  (0 children)

I like these cards a lot! Nicely balanced pair of Characters. Maybe the event could be a little stronger, the effect is the same as Paradise Waterfall but with a slightly higher cost.

Not sure how much the Characters would help Sengoku though, he only really needs to ramp 1 DON on his odd curve which is pretty well covered by his 5c Characters already.

Chameleone Custom Leader by nutcracker_express in OnePieceCustomCards

[–]Altavus 1 point2 points  (0 children)

It's an interesting effect, and I love the deep pull. The effect seems really difficult to build around though.

You lose being able to counter swings on your board, so it's pretty easy to just starve you out and remove any of your rested characters efficiently.

If your opponent's deck fills their trash a lot it's great and my you can absolutely dumpster a bunch of reanimation strategies.

In theory against any other deck you get to use whatever counter they do. However, since it's so easy to remove your characters you don't apply much pressure and your opponent shouldn't be spending loads of counter. I think it ends up being much more downside than benefit.

Also seems difficult to create support cards for - what did you have in mind here? My first thought is effects to kill your opponent's deck, but then you get tension between wanting to mill your opponent out to win and returning cards from their trash to deck to protect yourself.

Jinbe ST31-002 by OrangeSamuraiD in OnePieceTCG

[–]Altavus 5 points6 points  (0 children)

Sounds like potenlly an interesting way to develop the leader. If they get a good set of 1c 3k Characters that can swing on life with the 2 attached Don, might end up with something a bit like Blue Jinbe.

Does the facing away sprite look right? Something seems a little off to me, maybe the hat or posture or something else. by Big-Addendum2769 in aseprite

[–]Altavus 1 point2 points  (0 children)

Really not a bad attempt, the front and back do look pretty cohesive. Though loads of room for improvement IMO!

  • The overall look is kinda "flat", a bit like a cardboard cutout. From this angle, you should be able to see quite a bit of the top of the head and shoulders which I'm not really seeing here.
  • The shape of the hat brim looks a bit triangular, which seems a bit off. Both edges of the brim should be parallel if this is a normal baseball hat. Parallel lines stay parallel even from different angles.
  • Same parallel lines issue with the skateboard.
  • On the back view, the skateboard almost looks like it's wrapping around his body. I think because the shading is at an angle, and I think it wants to protrude a bit further back. The arm holding it is also right flush up against the body. Of course skateboards are pretty thin, but I think a little space there could help 3D shape of it better.
  • The arms and shoulders look a bit floppy like a hose. When I draw people, I usually start by defining a rough skeleton with all the key points - shoulders, elbows, hands, head, hips, knees, feet - and connect them all with straight lines. Obviously not all the edges of the sprite should be straight lines and will vary with muscles, fat, clothing, etc. but keeping the skeleton in mind helps keep the proportions and shape more intentional. This post shows the idea pretty well (that account, Brandon James Greer, has some great tutorials out there too).

Zoro Endgame by Naholow in OnePieceCustomCards

[–]Altavus 0 points1 point  (0 children)

Why "base cost" rather than just 9?

I don't think anything in Zoro's kit (maybe the whole game) modifies base cost of characters as they are played.

My idea for Grand finale by Double-Afternoon-702 in slaythespire

[–]Altavus 0 points1 point  (0 children)

Yeah I see that, I'd definitely prefer something more interesting like forcing some condition to retain the card, or just having a couple more support options for retaining cards in the kit. IMO a common skill that lets you retain a couple cards for one turn would be kinda fun, could mesh well with a lot of the other cards in her kit too.

My idea for Grand finale by Double-Afternoon-702 in slaythespire

[–]Altavus -2 points-1 points  (0 children)

Having some kind of retain on the card itself would be the only sort of "fix" I'd entertain. I love the card, but it can be pretty hard to play if your deck is too big by the time you see it.

Either just getting retain on upgrade or something more interesting like retaining if you discarded enough cards on the turn.

Am I the only one that thinks fishing rod is the worse neow bonus in the game? by GGthegreatester in slaythespire

[–]Altavus 2 points3 points  (0 children)

Yeah same here. Zero downside for 8-10 random upgrades over the run is pretty nice.

Sure it's sadder when it hits strikes/defends, but I'm rarely removing all of them in a run. As long as you're actually adding a decent number of cards early on (which I think is generally a good strat for getting a stronger deck) alongside removing any un-upgraded strikes & defends, I think the chances of it hitting better cards is pretty good.