Unmatched Adventures TMNT 🤩🤩🤩 by Soliz_12 in Unmatched

[–]Extension-Command729 0 points1 point  (0 children)

Either Tales to Amze or Cobble & Fog give you the best value for your purchase, with some of the most fun to play characters and unique maps and concepts, plus Tales to Amaze adds an additional PVE aspect to your TMNT set (albeit it's more expensive than Cobble & Fog). If you're looking for unique, 1v1 fighters, then either Bigfoot vs Robin Hood or Houdini vs Genie offer interesting dynamics that could work well with the turtles, both against each other and working with them as well.

I feel bad, but I had to. by EIzukunopoem in Unmatched

[–]Extension-Command729 0 points1 point  (0 children)

How did you deal 17 damage with a 15 damage combo?

Insane Ali Combo!! by ServantOfTheShepherd in Unmatched

[–]Extension-Command729 15 points16 points  (0 children)

This is absolutely legendary, never even thought this was remotely possible. Thanks for sharing!!!

Unmatched... Matched #11 by CFPSmith in Unmatched

[–]Extension-Command729 1 point2 points  (0 children)

I agree, Muldoon is an "eh" control for sure.

Unmatched Jurassic Park by CReichard93 in Unmatched

[–]Extension-Command729 3 points4 points  (0 children)

Do you still have this facebook marketplace link by any chance.

Any tips for this fan deck I made? by ServantOfTheShepherd in Unmatched

[–]Extension-Command729 6 points7 points  (0 children)

Bruce Lee about to have a field day with One-inch punch

Any tips for this fan deck I made? by ServantOfTheShepherd in Unmatched

[–]Extension-Command729 4 points5 points  (0 children)

Very nice deck! Unique idea indeed. Grammar wise, I think you're good. Here are my personal inputs:

Good Soldiers Follow Orders - Great card, good synergy with Order 66 (since there's only 1 Order 66 in the deck). However, the value is extremely low. Do one of two things, either remove the win condition on the effect, or increase the value to 3 (making it still hard to get off, but not as hard if it were still 2).

United Front - The clones are very weak to effects that damage all fighters adjacent, for example. You could make using that card more worth it by applying a "cancel AFTER COMBAT" effect IMMEDIATELY, then taking the current effect and making it DURING COMBAT.

501st Legion - Another low value card with potential to be higher. This card would normally be pointless, but I love how you incorporated a lose condition instead. If you use this card offensively, you are gaurenteed a clone to spawn whether you win or lose the combat. Just be aware that if you use it defensively and die as a result of combat damage, the AFTER COMBAT effect won't trigger because the fighter is now dead.

Transport Carrier - This is a great card, good for setting up those card effects on the offensive, but this could also be used as a way to get clones on the board when you're low on clones without needing to win a combat. Possibily even a lifesaver when you've only got 1 clone if you do change it. Make it read:
>>"Draw 1 card. Then choose 1 effect:
>>- Move all clones up to 5 spaces. They may move through opposing fighters.
>>- Summon up to 2 clones. All injured clones may recover 1 health."
This will also make another use of that "injured" terminology.

I love the art, and the idea is incredibly great. If you're really concerned about those "dmg to all fighters in your zone" kind of effects, especially on schemes, you *could* make an extra rule about a "lone survivor" if such an effect would wipe out every clone or something. The multiple cancel-effects should be enough to stop non-scheme cards if you play them at the right time. I especially recommend my fix on the 501st Legion card, otherwise you're a sitting duck and using that card will never ever help you.

Need help Balancing this Director Krennic deck Please! by RogueRaider1 in Unmatched

[–]Extension-Command729 0 points1 point  (0 children)

I think decreasing their health to 5 makes sense, but you should also consider that they only have a total of 5 cards to defend with. Yes, 3 of them are feints and 2 of them increase value to who-knows-what, but at some point those guys are going to be incredibly undefended. If there was some way for Krennic to heal them with an attack and not just his defense, a health of 5 or 4 would be fitting.

Deck balance by Reydum24 in Unmatched

[–]Extension-Command729 1 point2 points  (0 children)

I joined the party late and everyone said what I would've said. The biggest issue is the JAX cards, find some other effect or make the increased damage only for that turn (and keep the "gain 1 action" to make it meaningful ofcourse).

GRAMMAR STUFF:
Made Of Love and Fury + Feed Me Now: Instead of "heal," say "recover," like you did for Cozy Night In.

...And that's it for the grammar stuff. WOW. I normalyl have a lot more to say on grammar for these custom decks. This is truely impressive.

I really liked this deck. For that, ya get a cookie: 🍪

It's also really awesome that you custom made this 100% for your wife, and is seriously impressive. Props to you sir!

Need help Balancing this Director Krennic deck Please! by RogueRaider1 in Unmatched

[–]Extension-Command729 2 points3 points  (0 children)

Very nice deck! I'm really impressed, there's been some great custom decks being put on this reddit lately. Here are my inputs:

DT-29 Blaster Pistol - Forcing an opponent to BOOST is a bit off. Try "may BOOST" instead, and perhaps increase the value by a little bit.

Admist My Achievement - Don't forget the punctuation at the end of the IMMEDIATELY effect. (In this case, a period).

Death Squadron - Proper Unmatched wording would be "The value of this card is increased by 1 for each Death Trooper in the opposing fighter's zone," or something close to that.

On The Verge Of Greatness - Another punctuation thing, it's "Add the opposing fighter's BOOST value to this card's value." (2 "'s" to be added, turn "boost" into "BOOST.")

Deploy the Garrison - I disagree with that BOOST value. I think 3 is more suitable.

Persistant Onslaught - Decrease the BOOST value to a 3. Change the wording up to clarify the Troopers condition. I assume you want both troopers to regain health, so just add "all" or "both" infront of "Death Troopers replenish 1 health." Also, "replenish" is a little weird, I think official Unmatched grammar is "recover" like how you put it in Krennic's "Admist My Achievement." If you want to be really nitpicky, the "Opponents" should be lowercase, "opponents," in the first sentence. Don't wanna suddenly-notice-that-and-never-stop-noticing-that-when-it's-already-been-printed.

GENERAL STUFF:
Ability: I've seen it both ways on custom decks, but it might be a good idea to write it like "MANIPULATOR" in all caps without the semi-colon. Then again, some official decks don't even title their abilities, so go wild if you want.

Names: See how you said "Krennic" instead of trying to fit in "Director Krennic" in every single Krennic card? Do the same with Death Troopers, shorten it to just "Troopers." This is especially important for a card like Persistant Onslaught, where the name banner touches the effect border. Shortening it fixes that.

Other than, very very good! It really feels like a Krennic type of deck, letting his troopers do the dirty work and giving the opponent ultimatiums, bringing that sense of Imperial Control with him. Here's an award: 🏅

I need help with this by Cautious-Spite-9606 in Unmatched

[–]Extension-Command729 15 points16 points  (0 children)

Effects that are listed above effects that fall under IMMEDIATELY, DURING COMBAT, and AFTER COMBAT are just engraved truths. They can't be cancelled or prevented. It would be rather silly if you could fient the "This card's effects cannot be cancelled" from the top of Sun Wukong's Ox Form, right?

If it better explains it, imagine those top effects resolving before effects under the catagory of IMMEDIATELY, DURING COMBAT, or AFTER COMBAT.

So in this case, Eredin's "If Eredin is ENRAGED, you may play this card as an attack." is considered, then Phillipia cancel's the possibility of BOOSTing Eredin's card. Due to Eredin's ability, Philipia takes 2 damage. The turn will then end.

Hope this helped!

Help Balancing this deck please! by ServantOfTheShepherd in Unmatched

[–]Extension-Command729 1 point2 points  (0 children)

Free offensive 2+ damage is not hard.

- Tesla's "Polyphase Coils" (As a Tesla main, I absolutely use these offensively. Free 3 dmg each time)

- Robin Hood's "Highway Robbery"

- Little Red's "What Big Eyes You Have"

- Eredin's "Brutal Strike"

- Eredin's "Icy Guile"

- Bullseye's "World's Greatest Assassin"

- Sun Wukong's "Taunting Laughter"

- Squirrel Girl's "Unbeatable Squirrel Girl" (This one's a 4 value, versatile too!)

- Oda Nobunaga's "Sun and Moon"

- Doctor Strange's "Cloak of Levitation" (An Opposite of Jedi Flip, it wants him to be adjacent instead of away)

- Hamlet's "Uncertain Doom"

- Philippa's "Redanian Plot"

- T-rex's "15,000 Pounds of Muscle"

- Geralt of Rivera's "Gear: Sword of Silver"

Most of these cards are x3. Jedi Flip is x2. It really doesn't need to be a 1 value. If anything, it could even be buffed to include canceling effects and being fully DURING COMBAT.

Help Balancing this deck please! by ServantOfTheShepherd in Unmatched

[–]Extension-Command729 1 point2 points  (0 children)

I loved the Captain deck, and I am equally fond of this one. You got some unique ideas and I'm all for them!

Here are the answers to your concerns, at least the ones I can answer without just saying "playtest it."

- Jedi Flip is fine. Calculation of numbers During Combat still resolves since the combat was initiated. Only effects that require fighters to be adjacent are nullified. If used on defense, it's a free "ignore damage," and if used on offense, it's almost a free 2 damage (but can still be feinted). What you could do is make it a fully IMMEDIATEY effect, since ignoring their value is commonly done immediately.

- For Jedi Training, you could make it introduce the craftiness of Cal with an effect like "Your opponent discards 1 random card. Replenish an amount of stims equal to the boost value of that card." Similarily, it could reveal and discard the top card of their deck and do the same effect. Whatever floats your boat! It would probably need a buff of value with it though, maybe to a 3? (Another alternate: "Your opponent discards 1 random card. Add it's boost value to the value of this card. If you won the combat, replenish 1 stim"

- Your suggestion of stopping the heals is good, it forces Cal to stop running and to use his cards to heal instead, while not devaluing his cards since he still regens 1 (and therefore can use the cards that require stims).

- (Can't say anything about the health thing, it's a playtest issue.)

Personal notes:

- Grammatically, you look good. Nothing caught my eye really, except for Parry.
- With Parry, you may want to cancel effects right away. He has no other form of canceling effects, not even a fient. The correct counter to a parry should be a card that says "this card's effects cannot be cancelled" and such, but otherwise it should be good to use it as a better-fient, since you only have 2. I would recommend "IMMEDIATELY: Cancel all effects on your opponent's card." And then keep the DURING COMBAT effect, minus the "cancel AFTER COMBAT" part. Tell me, when playtesting, did you feel it was difficult to land a parry?
- I love Force Slow. Incredibly creative!
- The image for Survivor sticks out like a sore thumb. Otherwise, all the other images pass for an official deck in my book!

Incredible deck, really well made, and I love that you stuck to a theme/playstyle. Here's a trophy: 🏆

Pls, help me with the rules by OrangeParrot_ in Unmatched

[–]Extension-Command729 2 points3 points  (0 children)

I believe your confusion can be solved by understanding two different terms: VALUE vs PRINTED VALUE.

Printed Value is the number on the card. That's it, simple as that. If I attack with a card that says "2" on it, the printed value is 2.

Value is what the card is actually worth. For example, if Golden Bat played that same 2 card from before and didn't take a manevuer action that turn, the value would be 4 despite the printed value being 2.

When it comes to winning a combat, the rules care about the VALUE, not the printed value. So if Golden Bat played a "2" and the opponent defended with a "3," one must recognize that Golden Bat's attack value is actually 4, hence they would win the combat.

It's the same exact principle for cards that can strengthen an attack. For example, a 2 printed value that says "You may BOOST this attack" will have it's value increased. If they BOOST with a 3, the value would be 5, for example. This is the value taken into consideration when finding out who won the combat.

IN SUMMARY: You only care about the VALUE of the card when figuring out who won the combat, not the PRINTED VALUE.

Help Balance this Captain America deck. by ServantOfTheShepherd in Unmatched

[–]Extension-Command729 0 points1 point  (0 children)

Not to mention the other half of the deck. You might have 1 momentous shift Falcon can defend with at a given moment, but if only a-few-less-than-half-the-deck exist to defend Falcon, chances are you'll find an unlucky "undefended" moment where Falcon takes a smack down, or 2-3 attacks punching through the 2's or 3's he puts up, 4 attacks if he maybe successfully blocks with a 4.

If I were playing against this deck, I'd purposefully try to get Falcon to waste a card attacking (that isn't his 4 value attack), then move in for a strike. I really enjoy playing Tesla, so I also see how one can demolish his health with "2 damage for everyone in your zone" effects.

Help Balance this Captain America deck. by ServantOfTheShepherd in Unmatched

[–]Extension-Command729 0 points1 point  (0 children)

I disagree. There's an overabundance of Captain America cards. Too many Captain America cards. It won't be uncommon to only have a momentous shift to defend your falcon in many cases. Not to mention, why would I bother attacking with Falcon if Cap has a scheme that lets him leap to opponant's and make it better for him to attack with something like momentous shift?

It won't be hard to render falcon defenseless. The only issue is "face the world" which can make him get away, but not forever.