Sa-lu-tations, my friends! (Again)
De Killer a écrit :
I'm a old player & collector (In game since Act3) who wants to make a little contribution to one of my favorite games and what better way to do it than being a Guild Leader. I know the game need some balance, many forgotten cards and a couple of... lovely OP cards but i'm sure that listening to the opinion of the players (as some already do) and an "appropriate" exchange of ideas is the best way to keep the game afloat. OMG, this sounds a presidential speech xD
I decided to present myself for the charge of
GL Nehantist too. The Nehantist is one of my most used guilds and I think some of their deck is below average in the current metagame. Perhaps the villains of the story are not much loved, but I will make them reintegrate into the game without becoming abusive.
My suggestions are for the deck. I know there are decks that needs upgrades like the Corruption, Cursed Item or the new No-Hand Shadow Guemelite but seeing that the deck depends a lot on a couple of cards, I thought it necessary to give it another option. I will focus on a Warrior-Marauder deck.
Citer :
NEW CHARACTER
Nehantist
DEMON
Rare
Warrior-Marauder
Spirit 2
Attack 4/9
Defense 3
HP 15
Your other Demon has Defense +1 until the end of the game.
Each time your Marauders suffer direct damage, they have Attack +1 until the end of the turn. (+3 Maximum)
At the start of the Fight, draw a card.
Turn 2, 4 and 6: A "Shatter Dreams" from your deck is played.
¿Why the draw effect? The deck needs speed to bring or cards that support it in time.
The Attack bonus until the end of the turn is so that the self-damage is not useless if is not in play. And a counter against others direct damage decks.
PATCHCiter :
Action
Marauder - Warrior
Attack +2 until the end of the turn.
If "Ecstasy is in play you can choose a card attached to a character, it is discarded.
If not, this card become permanent and each time you suffer direct damage, one of the opposing characters suffer 1 direct damage point. One copy per character.
When one of your Characters play "Ecstasy", this card is discarded.
I know, it's a pretty big change but its previous effect was not very useful. There are several cards that can increase the attack. Now, the card supports the deck. If is in play, discard any card that represents a threat (Like , or for example). If is not in play, it plays the role of "Personal Mini-Ecstasy" but only activated with direct damage. Useful outside the Ecstasy deck.
Citer :
Warrior - Marauder
All characters suffer 1 to 2 direct damage points.
Sacrifice 1: You gain 3 to X Health points Where X is the amount of direct damage done by this card. At the beginning of the next turn, your character dies.
Chain Nehantist card if your character has less than 5 Health points.
Another drastic change, but a character needs the opportunity to survive the final blow. If the adversary survive, you fail and pay with your life.
Citer :
Nehantist
Demon - Human
Marauder
Spirit 2
Attack 9/9
Defense 2
HP 15
Attack +1 against Marauders and Warriors.
At the end of the turn, Attack +0/+1 until the end of the game and your adversaries has -1 to Heal effects until the end of the next turn if you are wounded.
Turns 2, 5 and 6: The opposings characters have Defense -1 until the end of the game and your characters suffer 1 direct damage.
Only a Marauder but she has sinergy with the strategy.
Why Human? I think she could take advantage of the in the Quilingo Tournament. And probably, take advantage of the Abigor bonus but this is another story.
The effect of reducing the cures is to be able to confront the Immortals and other decks with good healing ability.
If this were a card release, I would suggest reediting the following cards:
Citer :
and
In Quilingo, the deck characters would be , and the new character.