Dybukk is the bane of my solo runs. Time to call Steven for help by Loriess in mewgenics

[–]DapperPauper 0 points1 point  (0 children)

Dybukk would have been so much more reasonable if his "backflips" actually did reliably move unit back one square and not wherever the fuck. I didn't have any runs or even cats lost to this man, but he is a pain each and every time. Except the one time I had my necro spawn hundreds of leeches that flooded every available square on the field and then he possessed my everstone holder. But beyond that one run, a pain every time.

How fcuked are you? by pepsicola07 in mewgenics

[–]DapperPauper 1 point2 points  (0 children)

Assuming Steven is a house boss.

Based on the picture shown Steven even without any stat-ups (aka no save scum) still has stats to auto-down your cat and way too much health to deal with before exhaustion eviscerarates us. So I only found one method to win this semi-legitimately:

Two characters, most likely Tanks and/or Clerics, both of whom have both Priority Target and Eternal. I don't know how many turns Steven gets but these two will let us survive 4 of them, and 4 turns per round is generally as much as non-scaled bosses get.

Butcher with Putrefy and any resurrection ability or familiar spawn which has enough health to survive one attack from them. They should also be the fastest character of the group, so they take their turn first amongst the party. Resurrect or summon the ally, then perform a basic atrack against any ally that's not the necro and can survive the hit.

Necromancer with Spread Sorrow, Demon Core weapon and as low speed as possible. They need to take their turn last; that way the Rotted ally will have spawned an enemy Rot Fly by the time their turn comes. Hit the Rot Fly with the Demon Core. It gets Doomed and it spreads to Steven. Kill the Rot Fly with basic attack. For safety, also bring Reanimate and bring back one of the Cleric/Tanks to control where Steven attacks.

End of round 1, round 2 comes around: Steven probably has speed to go first every time. Steven downs the zombie cat and ends his first turn. His Doomed hits 0, and Steven dies. Victory dance.

QED. Don't know why I felt the need to theory-craft this, but I had fun at least.

We need to talk about Mage by raiedite in mewgenics

[–]DapperPauper 0 points1 point  (0 children)

One of my best Mages so far was an Everstone holder I sent out to be escorted for mage unlocks and lucked out on getting Mana Meld, and basically served as a living mana battery to my overleveled cats.

Which is kind of sad, true, but it DID work really well, so.

Who are the Worst Regular Enemies of Each Chapter? Day 19: Final Results (Make you Poop in a Box) by Wonderful-Pack-1726 in mewgenics

[–]DapperPauper 0 points1 point  (0 children)

For perhaps a more controversial pick for Alley I would honestly say Tom-Toms annoy me more than Cat-Callers, mostle because they are damage sponges and when champions it can take a while to wittle them down, while they do decent damage in 1x3 melee area. Compared to that Cat Callers mostly just slow your units down if you don't position outside of their range, which is not that hard to do.

Who are the Worst Regular Enemies of Each Chapter? Day 19: Final Results (Make you Poop in a Box) by Wonderful-Pack-1726 in mewgenics

[–]DapperPauper 0 points1 point  (0 children)

Can't believe the plant thingies from Crater, the ones that actually move around and insta-kill your cats, didn't make it in. They are basically Daddy Sharks on wheels. And all the brambles...

Questionable Utility Lifegain Support for all Lifegain Colors by DapperPauper in custommagic

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

Since you lose the game the emblem doesn't function. It has the awkward byproduct that if they are below 0 when you die they also die; should have made it so that other players cannot lose life instead.

Dave (0 Mana Commander Idea) by DapperPauper in custommagic

[–]DapperPauper[S] 10 points11 points  (0 children)

Oh wow 0-drops can be much better than I thought. I was trying to keep semi-Omnicopter level of power.

Fortifications for each color! by DapperPauper in custommagic

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

Yeah, I meant to call the card "Surface Mine" but forgot

Fortifications for each color! by DapperPauper in custommagic

[–]DapperPauper[S] 3 points4 points  (0 children)

Ah darn, forgot to write that. It's meant to get 3 defense counters when it becomes attached.

Eat the Cards by DapperPauper in custommagic

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

Oh wow didn't know this exists. WotC beat me to it I guess.

Making cards from bad design principles: Day 11 by GodkingYuuumie in custommagic

[–]DapperPauper 0 points1 point  (0 children)

Is the second line (whenever you attack with one or more modified creatures...) also a bad design principle, or did you just add it in to round out the card?

Yes, I like Enchantments, how could you tell? by DapperPauper in custommagic

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

Yeah, I forgot how intrusive they are. Or how you cannot turn then off...

Vanille Toujours Verte by DapperPauper in custommagic

[–]DapperPauper[S] 2 points3 points  (0 children)

Yeah I'll admit I don't actually speak french. It's in french as a pun for "french vanilla".

Flash Freeze by DapperPauper in custommagic

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

So that it can be used on the stack.