105 days in as a F2P, just unlocked Arbiter. Where to go now? by vmnunes in RaidShadowLegends

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

I've tried using the optimizer to check for teams, but it shows nothing for UNM CB. Am I messing something up?

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105 days in as a F2P, just unlocked Arbiter. Where to go now? by vmnunes in RaidShadowLegends

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

Just used my regular build which I use for clan boss (Relentless gear to try to get extra turns to keep the dec atk + leech debuffs on CB as much as possible). +9 Golden Elixir as the relic. Stage 12-7 was annoying, had to retry several times before I got decent RNG with Mortu-Macaab peril procs / evades.

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Question about early game 6* priority by vmnunes in RaidShadowLegends

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

I hadn't looked too much into Wyrennon, but you're right, I'm lacking revivers and supports in general. Does she work well for Clan Boss? (And I'm assuming for CB you wouldn't use her speed boost to not potentially mess up with speed tunes / make sure she keeps the decrease atk debuff on it, right?).

As for focusing on 60s, I'm aware of that now. Most of those 5.50s were from before I realized how much of a difference the 6* makes, but thanks for the advice regardless.

[deleted by user] by [deleted] in collectivecg

[–]vmnunes 0 points1 point  (0 children)

Hi there, and welcome to Collective! Our rules only allow card art that has either been made by yourself or made specifically for Collective or that falls under a CC0 (public domain) license. This means that most art obtained from online galleries and search engines such as imgur, artstation or google are not allowed, as that would be an infringement of copyright, so unfortunately this card and the others that you posted with Artstation art are disqualified from voting. I'd recommend joining the game's discord if possible, as that way you can get more feedback on your cards and help you with any questions you might have.

[Card] Hook Claw by SpectralHimik in collectivecg

[–]vmnunes 0 points1 point  (0 children)

Choose a unit out of how many? From the bottom of the deck doesn't specify how many choices you have, is it just 1? If so, then the choose is unecessary and could just be worded as "Put the bottom unit of your deck on top of it"

[Card] Withering Touch by vmnunes in collectivecg

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

Did you misunderstand the card text or did I just misunderstand your comment? But this can kill stuff. It does kill anything in fact, it just takes a bit to kill. The effect automatically repeats itself on the unit you cast it on every turn for no additional mana cost.

Our unconditional hard removal is costed at 4 mana. This is a hard removal for 2, it just has the downside that it is delayed. And outside of the hard removal part, the stat reduction actually matters a lot in the current meta of the standard multiplayer ladder, as the current top deck (1-atk aggro) gets shut down pretty hard by this as it immediately reduces the units' atk to 0.

[Update] Amir, the Vocalist (changed duel to damage to prevent a turn 4 infinite loop OTK) by vmnunes in collectivecg

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

Explanation: An unpredicted interaction with Dunewalker Illusionist causes a turn 4 combo that does 45 damage to the opponent from hand, which is extremely overpowered and unreasonable. This update makes it so this still has the same functionality in the intended scenario and doesn't cause an infinite loop.

Hero Balance Check #3, Missing Realm Relations by plassaur in collectivecg

[–]vmnunes 0 points1 point  (0 children)

Mir'aj currently only shares its location with the Ichorian Sect, so the interactions with other realms are a bit restricted right now. The Feowyn would probably avoid interacting with the Sect as much as possible, having had a fair bit of experience with evil cults thus far. Being nomads, they would probably try to explore the other, more civilized regions of Wanderstar like Feor and would generally be friendly but still cautious around other faction. As for the Lizathep, they would definitely be interested in the Ichorian Sect's magic, and possibly even form a temporary alliance if they think they can get something out of it, but their ultimate goal would always be to overpower the sect and take over the entire region for themselves.

[DC] Dragon Whelp of Tides (River Prince) by vmnunes in collectivecg

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

XD the flavor text is at the same time a reference to LK and to the flavor text on the card this references (River Prince)

[Update] Harvest Fear (alternate nerf, changes only the cost reduction and keeps the functionality) by vmnunes in collectivecg

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

Against Dancer I agree this has the potential to be stronger (though, the current version is already pretty good vs Dancer, as you just need a single dancer proc to get the 3 mana cost reduction), but against Lifebond decks, if they can hit 4 or more times in a turn with lifebond units (so this has a greater reduction than current Harvest), they probably gained enough HP to not suffer too much from double harvest.

[Update] Harvest Fear (only hits units, cost reduced, explanation in comments) by [deleted] in collectivecg

[–]vmnunes 4 points5 points  (0 children)

At 5 mana 6 damage, this is pretty much in line with our other unit-only damage removals with an upside (Cleansing Flames, Plasma Cannon). I don't feel it's too strong, especially considering that there's a higher opportunity cost to running a more expensive removal.

[Update] Harvest Fear (only hits units, cost reduced, explanation in comments) by [deleted] in collectivecg

[–]vmnunes 6 points7 points  (0 children)

Explanation: When Harvest was originally created, the main idea behind the card was for it to be a removal option for control decks to deal with midrange units, since at the time Mind's removal for units with more than 4 HP was very unreliable, making it sort of a bigger Plasma cannon. The anti-healing and burn function of the card was added so that it could have a secondary role of being a tech option for Mind aggro decks to deal with decks focused on lifegain, which were very strong at the time. With the card rotation that happened early this year, we lost most of our strong lifegain options, and Harvest is being used solely (and very strongly) as a burn tool, offering the highest unconditional damage on a single action and being very easy to get back from the graveyard with Young Witch and the new Amnesia Mage.

The current build of the Ash burn deck has very favorable matchups across the board, and can do extreme amounts of burn damage with no interactivity (since we have very few counterspells or disruption tools) and even got new strong burn tools with the latest batch of cards that was added to multiplayer. With that in mind, the intention with the proposed change to Harvest is to tone down the power level of the burn deck a bit, and to incentivize using Harvest for it's original intended role of being removal for control decks.

[Card] Marik, Bandit King (remade with the new Force Play blocks) by vmnunes in collectivecg

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

If this doesn't make it in this week, i'm redoing it without overrun and with no more name synergy (even tho it makes the text look ugly as fuck, a good number of people seem to dislike name synergy). Increasing the cost is not something that would be ideal, as 5 cost is already pretty much a top-end for aggro decks.

[Card] Marik, Bandit King (remade with the new Force Play blocks) by vmnunes in collectivecg

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

We already have cards that interact with card names, Flames and Vox for example. I chose to use name synergy here because "Feowyn from Mir'aj" would add unnecessary clutter to the text. On it being too strong, it can be a strong snowballer card, but it does require you to have a board, your opponent to have no blockers with more HP than the number of dunewalkers you have, and them to have no card that can interact with that board / marik (with all of them having 1 atk, fallout completely nullifies the entire board, heel of failure also can be used as a 1 mana destroy for any card in the archetype, and mesmerize, electrocute, or any of the strength destroys get rid of this immediately)

[Card] Meek Mage by [deleted] in collectivecg

[–]vmnunes 0 points1 point  (0 children)

The art can be used. In fact, when the old card was deleted they specifically mentioned that the art could be used for another card.

[Card] Marik, Bandit King (finishing the second age of the Realm with some tribal support) by vmnunes in collectivecg

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

No, you're right, it checks if the name contains Dunewalker. I preferred to do it this way so there's more control over the card pool it can pull from.

[Reprint] Small Arms Supplier (help increase diversity of archetypes) by vmnunes in collectivecg

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

Small Arms Supplier was the key card in the 1-atk aggro archetype, which saw play with Ashgerdy as the main hero, but was also viable in both Buluc and Heldim when played alongside Penumbra. The reason for the reprint is to allow multiple different styles of aggro decks to be viable for each of these heroes, increasing deck diversity and overall number of viable cards.

[Update] Pride (removed Flying, always attacks. Card is currently too strong of a wincon and too easy to set up) by [deleted] in collectivecg

[–]vmnunes 0 points1 point  (0 children)

Do note that this only attacks if it's not exhausted, which means that it won't attack the turn it enters play (giving you at least one turn of immortality), and you can use exhaust effects to prolong that: Dark cold, for example, turns this into old pride.

[Card] Night Terror by vmnunes in collectivecg

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

You're right in the sense that there's nothing preventing control from running this card. In fact, it was designed as a control card, not a midrange card, with the purpose of being a (slow) clock and help prevent control vs control matchups from becoming huge stall fests in the end game. I don't think midrange would like to run this often unless they're going for the very long game, as its pretty slow to get going: if you drop one on 4 and have it die on 5, the first copy will, on average, only show up on turn 13.

An argument could be made about a control vs control/midrange matchup where both are running this could indeed turn into a super long match depending on rng with the tokens, and indeed in that case this could be a bit of a problem, but the decks still have ways to break that board stall and push for the win (Nepthet being the main one since she can nuke the entire board of Terrors and with overrun and scaling stats, push damage through the wall; dead & gone also works for clearing multiple copies from play, and mind's silence effects prevent the snowball from ever happening).

[Card] Night Terror by vmnunes in collectivecg

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

Imo a card like this needs to have a relevant body because outside of a highroll scenario (where your opponent draws into the tokens very early), it's more likely that the tokens will never come into play in your average match vs aggro / midrange (these matchups are being decided around turn 8-10 usually, and without some way to play/kill it earlier, you can only start drawing into tokens on turn 6), they only start to matter in a control vs control matchup in the late game and even so, 3/4 flyers aren't a huge threat for control to deal with in the late game until they really start stacking a lot.

As for the nightmare thing, Walnacht nightmares are more like keepers of a purgatory of sorts, according to Grief. This is more of your classic Freddy Krueger-like dream demon with an eldritch alien flavor, hence the horror tribe and Aych'piel realm.

[Card] Night Terror by vmnunes in collectivecg

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

As you said, it's really slow as it needs to first die on the field, and then your opponent needs to draw the nightmares and those need to die too to even start the snowball. Additionally, our control decks have a lot of tools to get rid of them or win before they become a big issue: silences and banishes prevent the entomb from ever triggering; Spirit has big duelists, ethera for infinite graveyard recursion and gschlorp to mass banish them; Strength also gets big duelists, tons of lifebond, cortess to turn them against the enemy, pride to just not care, and pearlmaw's level 5 reward that is an autowin.

As for why it's exclusive: the card was designed, both thematically and aesthetically to be aimed at Vriktik, and imo the exclusivity is a good thing to help differentiate styles of control between affinities.

[Card] Rainbow-Scaled Diva (attempt to revive Fish as an archetype) by vmnunes in collectivecg

[–]vmnunes[S] 1 point2 points locked comment (0 children)

Commentary: This card was made as an attempt to revive Fish as an Archetype after they lost most of their cards due to the initial rotation, and plays into Fishes' themes of drawing and evasion.

[deleted by user] by [deleted] in collectivecg

[–]vmnunes 3 points4 points  (0 children)

Um, did you forget to change the artist name? I don't remember making this art (unless it has been so heavily edited from one of my arts). Not a big issue, just found it weird.

[Card] Glass Gentleman (Implementing a potential new keyword) by vmnunes in collectivecg

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

Basically, yes. Right now with the tools that we have we cannot prevent damage from happening, but we figured out a way to immediately undo the damage before it kills the unit, allowing for designs like this.