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There's only an ever so huge difference between topdecking a soldier and giving an actual bonus to soldiers. Plus webrunner gave it soldier synergy independenly of any suggestions made, so like the Citizen effect synergy, it's probably an idea he wanted to go for at the time.
And while I'd prefer soldier synergy, I'll reiterate that I'm not against the bouncesnipe as an alternative.
Preply: 6-9 damage would be preferable to 10.
And the damage? I'm wary to hit the breakpoint of 10 damage but I'm always paranoid. Anyone else wish to comment on whether 9 damage or 10 damage would be good?
how about "2x number of soldiers you control"
that way it'll hit 10 if you have a field full, and it's soldier synergy!
web ftw.
Sound good to you Tamdrik?
Will it count itself? Regardless, I think 3x would probably work better, but it's a neat mechanic.
![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
Bounce, target monster takes damage equal to 3x soldiers you control
That way the damage bonus deteriorates if used with Khrima's Tower. And yes it'd count itself.
Blue_Elite Wrote:
Bounce, target monster takes damage equal to 3x soldiers you control
That way the damage bonus deteriorates if used with Khrima's Tower. And yes it'd count itself.
Please do explain.
If you summon a bunch of K-Guys with Khrima's Tower, you'll have a soldier synergy for each one. With the bounce effect, each soldier's snipe is weaken with the loss of a soldier token.
Unless stacking counts the number of soldiers in play at the time of stacking and not at the time the ability actually hits.
Effectively, the bounce mechanic when saved until your draw phase is "
![[Image: abilitypointer.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitypointer.gif)
![[Image: abilitydizzy.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/abilitydizzy.gif)
![[Image: dmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/dmana.gif)
Target monster takes 3x soldiers you control in damage". You use it once, then after it resolves, you simply replay it. Repeat up to four more times for up to 75 damage for
![[Image: dmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/dmana.gif)
5.
Far more effective than Laser and Pirate Captain (even at 10 a shot, but obviously to a lesser degree). I don't think that my worries about its sniping potential are completely unfounded.
Tokens don't exist in hand. Tower makes tokens.
EDIT: Unless you mean with the cards themselves? In that case, they have to survive the turn played.
1 soldier alive: 3 damage
2 soldiers alive: 12 damage
3 soldiers alive: 27 damage
4 soldiers alive: 48 damage
Let's try it out before shooting it down, okay?
No I won't disagree with you there but your reason for worrying does have its holes.
You have to have 5 K-Army Guys ready to play, they can't be killed before they get to use their ability, and it only works at full strength on your own turn.
Granted 45 damage for end turn triggering is nothing to laugh at, but having Ardam and Diane in play can give you approximately that with better survival ability; not to mention that means you have 5 K-Army Guys just sitting there and you've locked yourself to your monster max (arguably not a problem with Torpedo Launcher or Kerpow based decks).
Really I'm fine with either x3 or x2. So it's up to the popular vote.
Well, if you can get control (not hard if you play early soldiers en masse, I'd think), then you simply attack every turn where sensible. You bouncesnipe on your own turn in response to the opponent playing a new monster, thus maintaining a very cheap control.
And while you will hit the 5 monster maximum, you'll probably hit it on turn 3 or 4, enabling you to take control before the opponent can really do much.
So yeah, I'd say go with x2.
masamunemaniac Wrote:Well, if you can get control (not hard if you play early soldiers en masse, I'd think), then you simply attack every turn where sensible. You bouncesnipe on your own turn in response to the opponent playing a new monster, thus maintaining a very cheap control.
And while you will hit the 5 monster maximum, you'll probably hit it on turn 3 or 4, enabling you to take control before the opponent can really do much.
You'd need to have mana out to repeatedly play these soldiers, and they'd need to not be the token form (tokens don't go to hand I believe, right?)
As for early soldier rush... not extremely hard, but not easy. Skull turn one for 3 d, plus a dance/flare/whatever to make it... six? Then you can have four out, maybe five if you drew a ToK and two soldiers. That's if you're only using K-Army Guy. Otherwise it's easier, but it removes the broken factor as you can't get near that 75 damage range that you were worried about.
I don't really see a problem with 3x. In my opinion, it's either 3x which might be really strong with a full field or we do 2x which is ok with a full field (40 damage for one turn set up time, 5d and five cards) but useless in the early game.
I'd prefer for the card to be useful most of the time.
My vote is x3,

.
Well it looks like we'll go the Skeleton route then. K-Army Guy will be x3 and if by the time we finish rebalancing the 1 coster stats it was been proven to be too abusable, we'll nerf it.
So unless there are any other changes that want to be made, we're finally done.
Blue_Elite Wrote:we're finally done.
Huz-#$%^ing-zah. I rather enjoyed that. Even for a long, complicated debate, this balance seemed to go rather smoothly.
It only took about three weeks, which is pretty good going really.
Hell, it ended with no huge fights/debates. I'm practically giddy.
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