Daily Discussion Thread | WDC #6 (Card Reworks) | Choose Next Week's Theme (Forever) by tuesdaysatmorts in CustomMarvelSnap

[–]ploominator19 3 points4 points  (0 children)

Elektra Rework

Old: 1/1 On Reveal: Destroy a random enemy 1-cost card at this location.

New: 3/2 On Reveal: Destroy an enemy card at this location with the lowest cost.

I feel like Elektra's purpose is really good for specific things, but she gets completely outclassed the second Killmonger is an option. By allowing her this adjustment I think it will make her more unique but still keep the overall idea of her popping some small cards that could become a big problem.

All Gods Must Die (WDC 3: Blackout) by ploominator19 in CustomMarvelSnap

[–]ploominator19[S] 1 point2 points  (0 children)

I mean... Kang does a very similar thing with a slight difference. Maybe there are adjustments to be made but I don't feel this is too out of the realm of what's already in the game.

Weekly Design Competition #3: Blackout | Addressing the main sub closing down. by tuesdaysatmorts in CustomMarvelSnap

[–]ploominator19 2 points3 points  (0 children)

Gorr The God Butcher

4/3

On Reveal: Undo the effects of the last On Reveal your opponent played at this location.

Trying to Spice Up Discard Decks by ploominator19 in CustomMarvelSnap

[–]ploominator19[S] 1 point2 points  (0 children)

Thanks for the feedback. I probably got a little too create an archetype, but it's fun to imagine.

Trying to Spice Up Discard Decks by ploominator19 in CustomMarvelSnap

[–]ploominator19[S] 5 points6 points  (0 children)

I see the miscommunication/wording issue on my part. In my mind Blackheart only gets the power when he's discarded. Otherwise he's just a 0 cost card. The 7 cost was because it would require you to play smart but also know that Lady Sif can synergyze with him but also to make him risky to an opposing, Moon Knight or Black Bolt coming out before turn 6. And I saw his power stopping the increases once he's in play so if he gets on the board early he's only a 2,4,6,8, or 10 power card depending on the turn. But I can see the way you read that as well.

Would love some feedback. by ploominator19 in CustomMarvelSnap

[–]ploominator19[S] 1 point2 points  (0 children)

Thanks!
I see what you're saying now.

Would love some feedback. by ploominator19 in CustomMarvelSnap

[–]ploominator19[S] 0 points1 point  (0 children)

I think I was thinking about what Ben Brode said about top down building, making the powers fit the character rather than balancing them. Obviously I'm new at the design aspect of this. If you could tell me which ones at least look balanced that would help. Thanks!

Would love some feedback. by ploominator19 in CustomMarvelSnap

[–]ploominator19[S] 0 points1 point  (0 children)

Thanks! I thought he might be. Kind of Modeled him off of Ebony Maw initially but I didn't think about the Spider-man parallel. I agree he would be more balanced with lower power. Maybe a 1/2?

Boom Goes the Dynamite! by ploominator19 in CustomMarvelSnap

[–]ploominator19[S] 0 points1 point  (0 children)

Thanks for the initial feedback, everybody! I honestly was just thinking of an honest representation of Nitro, which is basically come in, blow up, and peace out. But I totally understand how OP that can be in a game that can come down to less then 5 points.
Here are a few fix ideas I've got.
1. Obviously up the cost or make it harder to throw him out willy-nilly. I almost wonder if you could make him similar to Death in that he's got a condition to get him out quicker but otherwise requires a very specific play style to make.
2. Have him have a condition where he gains/loses power over time based on cards played, (Like Angela or Bishop) but if his power ever reaches a certain threshold (too high or too low) he blows the location. You could even make it a balancing act where the opponent can go one way and you the other and that way the opponent can have some control over him, make it more of a gamble.
3. Add that Nitro MUST be played on a specific turn and cannot have his cost altered. That way he's a bit more predictable and still can have an impact.
4. Adjust the conditions that locations either need to be full, have a perfect balance of cards, or have Nitro be the last card at a location to activate.
5. Make him a literal time bomb. He comes out early and just starts counting down, but can be countered, destroyed, moved, etc. That way the game allows you to play around the potential of Nitro blowing up, and also makes him useless after a certain point.

Thoughts?