Since purge cards have been buffed and made more relevant by the new expansion, cold attacks have been further pushed out into the cold (so to speak). Cold attacks were dominant before they were nerfed, but I really do think they are now in need of some kind of buff. In my view, the most natural and fair way to buff them would be to change the "Move, Team!" cards to be move instead of push. That would make the cards more intuitive, and it would be a pretty good indirect buff to encumbering effects. And based on what people are saying in this thread, it would have a fair bit of community support.
Changing support moves from push to move might potentially mean they would get affected by Slowed and other encumber effects, completely blocked by Entangling Roots, boosted by Energizing Move, get the TP effect from Teleport Self, the fly effect from Flight Aura, etc etc etc Which might or might not be in line with what people is thinking
How does these sounds as traits for cold attacks: Trait, Attach to yourself, Duration 3. Whenever a Cold card you control encumbers, it encumbers for 1 more. Suggested as a Bronze=(3)(C) Trait, Attach to yourself, Duration 3. When you attach a cold card it add 1 to the duration. Suggested as a Silver-(5)(B-)
Personally, I think warriors and wizards could use some more synergy and wouldn't mind seeing something like: Embrittling Cold Trait. Attach this card to yourself. Duration 3. Frost attachments you control increase damage from crushing attacks by their amount of encumbrance. Powerful for sure, but it potentially adds a new dynamic to frost effects. Since ranged attacks generally aren't crushing (Entangling Roots being the exception), it suddenly offers an incentive to approach that enemy you've frozen in place.
I love the concept; though with 'Crusher' being the only straight-type warrior trait out there, it'd further push out slashing and piercing setups till they get more trait options.
what about something that puts a patch of ice on the ground, if they try to move they either slip and fall, or slip and slide backward a couple squares
"Patch of Ice: Any creature passing over this terrain must continue in their current facing with all remaining movement. Movement is increased by 2. When movement ends, gains handicap 'Knocked Prone: Unable to attack or move, duration 1'. If movement cannot be completed due to another creature blocking the path, that creature also gains the handicap 'Knocked Prone' " It's a bit wordy, but I think we can manage some icecapades fun! Could make for an interesting map type, at least, especially if you need to keep an eye out on pillar locations to stop your ice-slicked movement and get you well-positioned.
Y U No Like My Christmas Theme Stage? Grinch. I'd actually love to play that stage, it's even more different in the typical mindset than Oozeball was. Well, all they really need to do is create the terrain effect, then leave the rest to us in custom, it never even has to cross your path. And then I'll have an Iceball League going.. Wonder what it'd be like to try and play Oozeball on ice... :X
A shame though that cooling laser doesnt encumber on its own, softens the possibility to focus a deck on encumbering.
I don't think Team Move type cards moving from push to move. As someone who remembers the desperation to get Arrogant Armor items to deal with ice wiz it is not something I would like to see repeated. BUT I agree that the utility of cold cards is now much more limited. Encumbrance as a tool for wizards is too easy to be too powerful but should be more than an irritation. IDK the answer but I think it is out there. My off the cuff idea is to have move cards usable as a way to reduce encumbrance but you don't get to move at all. Would require the ability to encumber down to 0 for it to be feasable, but every step a move card would give would reduce the encumbrance by 1 (no leftovers or negatives, if you use a dash to get rid of enc. of 2 you don't get to move 2 steps also), of course this would require encumbrance to be measured differently and I know there is not an appetite for such a redesign. Alternatively change it so that again you can be encumbered down to 0, but all encumbrance cards can only encumber 1, the variation would be in damage and duration. This would mean at most an encumbrance of 3 hurting Dwarfs the most and Elves the least. This would make cold cards an effective protection against step moves, but not have them frozen in place for certain.
I've said it before and I'll say it again. I've seen players still make nasty encumber decks. It's similar to VP, everyone thought it was dead so they never tried. Cold doesn't need a buff. It's not dominant, but it's entirely playable in the proper strategy, and that's where it should be.
Hailstorm could be a burst? That would be cool, and how about a little variety of cold spells on arcane items? I think cone of cold is great and all, don't get me wrong, but I am pretty sure its the only one. I think cold is good, does what its supposed to, and cooling laser is a nice buff. I want to be able to build around it though....
SO instead of burst can we get range 2 chops? I really think we need more AoE types of attacks to buff to oblivion.