What cards are breaking the bank?

Discussion in 'Card Hunter General Chat' started by Lance, Jul 27, 2013.

?

So, what card(s) do you feel is currently the most devistating (broken)?

  1. Leadership

    40.7%
  2. Altruism

    7.4%
  3. Whirlwind Enemies

    24.1%
  4. Frost Jolt

    20.4%
  5. Cone of Cold

    18.5%
  6. Wall of Fire

    9.3%
  7. Almighty Hack

    16.7%
  8. All Out Attack

    13.0%
  9. Unholy Well

    25.9%
Multiple votes are allowed.
  1. Mutak

    Mutak Goblin Champion


    If it ignores LOS and terrain then all you're doing is giving it a range that will matter less and less as the game goes on.
     
  2. progammer

    progammer Ogre

    It could be like a move card. Several projectiles move away from your location, if it can reach a cell in 6 move, it will hit that cell. Stop terrain and wall terrain can help you shield.

    But that is a massive amount of code to implement. I'm just brainstorming.
     
  3. Forlorn

    Forlorn Orc Soldier


    Without whirlwind enemies, a firestorm deck still must find a way to prevent warriors from reaching them and crushing them.

    Also, healers make firestorm decks pretty weak too. There are tons of ways to counter firestorm, firestorm isn't the issue.

    Right now the biggest issues in this game are whirlwind and whirlwind enemies, and unlimited heals via talented healer.
     
    Keyser likes this.
  4. Mutak

    Mutak Goblin Champion

    I've been trying to break Firestorm for a couple days now and it's just not working. A couple times i was able to destroy the opposing team without moving. A few times i was able to win a close match that came down to my priests whacking things or my wizard playing keep away. Many times i got my ass handed to me.
    IMO it's just not a reliable deck at this point, but future changes or certain items i don't have access to might make it broken.
     
  5. Ryahes

    Ryahes Kobold

    Volcano isn't fun to play against -
     
  6. Keyser

    Keyser Goblin Champion

    Lava damage is down to 8, and it's not penetrating, so I don't see volcano as too big a deal.
     
  7. Forlorn

    Forlorn Orc Soldier


    Volcano decks are really easy to counter. Just keep an extra move card on your players and problem solved.
     
  8. Blindsight

    Blindsight Ogre

    I'd have to say the next card to deal with is Altruism. It's already a known questionable card so we should prove that it's broken.

    I haven't been able to get an infinite draw going but I've gotten close enough to win games simply by being able to engage the enemy, move away, heal up/stack blocks, get more attacks, move back in and finish them off.

    The (Ripe for some optimization) build I'm currently using is:

    Saint
    Level 17 Human Priest

    2 x Altruism
    1 x Slowed
    1 x Weak Chop
    2 x Bash
    2 x Leadership
    11 x Inspiration
    1 x Icy Block
    1 x Mail
    4 x Minor Heal


    Savior
    Level 20 Human Priest

    1 x Wild Run
    2 x Leadership
    2 x Altruism
    1 x Weak Block
    2 x Bash
    1 x Slowed
    1 x Weak Chop
    2 x Minor Heal
    1 x Quick Step


    Turador
    Level 18 Elf Priest

    1 x Fright
    2 x Altruism
    1 x Immovable
    1 x Slippery
    4 x Bash
    15 x Inspiration
    1 x Shuffle
    1 x Mail
    1 x Walk

    While it may not be infinite, it's certainly squarely on the un-fun side of the spectrum. Also, once it starts it's pretty darn brutal.

    8x Altruism
    35x Inspiration

    We could argue that the placement and number of Inspirations could be an issue -- which it may be -- but since we know Altruism is suspect and boosts the card drawing greatly (less so for me because dice hate me!) it should really be looked at.
     
  9. Kilopip

    Kilopip Mushroom Warrior

    I love the idea. I would go as far and say to do the same to WW and WWE. Making it directional from caster outward, with same flavor, all and enemy.
     
  10. dmar314

    dmar314 Goblin Champion

    Yeah this can definitely be optimized for even more brutality. Spinning top boots is a great card for infinite draw, since it gives two cycles on boots for a blue power token. You can always free up a blue token by swapping a power token arcane item for demonic charm of the 2nd circle (assuming you can make up for the health loss). The unholy power and feedback that come with 2nd circle are great for cycling through your other priests' decks to search for the altruisms. Naturally inspiring presence for any of them will give you a huge boost, since it is much better than inspiration and can also recover health lost to unholy. I've found leadership to be almost the best card in the game for keeping the draw chains going, so if you have 3x advanced flexibility I think all humans is optimal.

    Side note: Is there a fast way to post your build like that or did you type all those gear and cards by hand?
     
  11. Kalin

    Kalin Begat G'zok

    When at your keep, press F1 and type in "partyanddecksbbcode", which puts the text with formatting codes unto clipboard, then come to the forums (or a text editor) and paste the result. If you don't want the cards, use "partybbcode".
     
  12. Blindsight

    Blindsight Ogre

    The problem with the boots, though, is that they don't give you the movement you'll (at least I) need. The power of the mass draw is being able to chase down the opponent and wrecking them with all of your attacks that you keep drawing, then move to the next and do the same, all on the same turn. That's far less feasible with only your racial move and a chance at a single charge in the deck.

    Anyway, we should likely move the discussion about deck building to another thread.
     

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