@Recliff and all other DK players
and non DK players too
To complete my other post, I think could be there some card changes to make viable different kinds of gameplay for DK's.
Sorry if any of them get OP or too weak, I waas out of the game for some time and I came and want it to be glorious again, MAKE EREDAN ITCG GREAT AGAIN!!!
I would like to start with an idea. Some DK's have it's own "Signature Weapon", like is for , is for and is for . Every DK should have it's weapon printed on it's card and get an extra benefit if him/her is the one to equip it like has when equips , it gives him chain when playing any card.
Sorry if I forgot that some DK already had a weapon.
Character:
Weapon: . Attack, Defense and Spirit +1. Unique. Activates Immediatly. Every time you cause damage, your opponent has Attack -1 until the end of the turn.
Effect on character description: Glacier Sword's debuff is permanent and it's effect is doubled.
Character:
Changes to character: Health =14.
Weapon:
Effect on character description: The health threshold for the magic damage when the turn ends is removed.
Character:
Changes to character: Defense =3 and Attack =7/8. Change card recovery threshold to 6 or 7. Your Dragon Knight's receive Attack +1 until the end of the turn if they play a weapon.
Weapon: . Attack +2. Unique. Activates immediatly. Every time you cause physical damage, heals 1 point and the opponent suffers 1 direct damage.
Effect on character description: If equipped with Chaos Breaker, every time Arkalon deals physical damage, heals 1/3~1/4 (rounded up) of the damage done (minimum 1).
Character:
Changes to character: Attack and Defense +1 per dead Dragon Knight ally. Enemy has Attack and Defense -1 per dead Dragon Knight ally you have.
Weapon: . Attack +2 and Spirit +1. Unique. Activates immediatly. Receives an extra Attack and Defense +1 per dead Dragon Knight ally.
Effect on character description: If equipped with Spirit Sword, every time a Dragon Knight ally dies, Breor of Gwad performs a physical attack on it's killer.
Character:
Weapon:
Effect on character description: Gain chain if you play or if you are wearing Dreist.
Character:
Weapon: . Attack +3. Unique. Activates in the end of the fight. At the start of each fight, your character has it's order bonus. Your Dragon Knights reveive Defense +1 until the end of the turn if they play a Shield or Armor.
Effect on character description: Nagrand Sword becomes an Item Other.
Character:
Weapon: . Attack +2. Unique. Activates immediatly. When this card activates and at the start of the fight, your opponent has Spirit and Defense -1, than you cause Draconic Spell Damage equals to your printed defense.
Effect on character description: If Brotherhood sword is equipped, receives +1 to Draconic Spell damage per Dragon Knight ally.
Character:
Changes to character: Health =14/15 and Attack=6/8.
Weapon:
Effect on character description: In the end of the turn, if you have less than 1 health point and Chimera is equipped, heals extras 3 to 4 health points.
Character:
Changes to character:
Weapon: . Attack +1 and Spirit +1. Unique. Activates immediatly. On activation, choose a Dragon Knight ally, he/she receives Defense +1 until the end of the game, is healed by 2 points and is untapped.
Effect on character description: If equipped with Shinning Sword, every time Loryana suffers damage, she and a Dragon Knight ally heals 1 to 2 health points.
Character:
Weapon: . Attack +3 and Defense +1. Unique. Two-Handed. Activates at the end of the fight. At the start of each fight, your opponent's Defense Bonus is ignored.
Effect on character description: During the fight, if Mahawk is equipped with Axe of Justice, receives Attack and Defense +1 until the end f the turn every time your opponent activates a card.
Character:
Weapon: . Attack +2 and +1 to All Damage Done. Unique. Dual Wield. Activates immediatly.
Effect on character description: If equipped with Dragon Fist, everytime Mirval causes physical damage a non-weapon item attached to the opponent is discarded.
Character:
Weapon:
Changes to weapon: Noz'Dingard Envoys. Unique. Dragon Knight. Dual Wield. Activates Immediatly. Attack +2 and Spirit +1. Your other Dragon Knights receive Attack and Spirit +1. Chain Weapon and Draconic Spell.
[b]Effect on character description: If equipped with DraconicRapier, your Dragon Knights that are equipped with a Draconic Spell have Spirit +1 and heals one point if they play a Draconic Spell.
Character:
Changes to character: Health to 14. Adds effect: At the start of the fight, Valentim and one of your other Dragon Knights have defense +1 until the end of their next fight. Order bonus to defense +2 on turns 1, 3 and 5.
Weapon:
Changes to weapon: Adds: Your other Dragon Knights with a weapon or armor have +1 to draconic spell damage.
Effect on character description: Draconian sword activates immediatly and the effects are doubled on Valentim.
Hybrid (Buff Based):
This deck would be based on several permanent lower number buffs. Different from fast paced style which is a big number but temporary, it woul consist on be a hybrid playstyle. It woul tank a bit at the start of the fight then growing stronger with permanent buffs and finishing the opponents slowly or until it grows strong enough.
Some examples woul be the return o as a buffer, and other characters that increase status like and , cards like that gives small permanent bonus, but a better version of this card of course, and then finish opponent with cards that are bases on stats like , , or by the stats itself.
Armor Based (Tanks):
This playstyle would be based on survival and wins until you overpower your opponent or makes him run out f cards. This deck would consist on Shields like to recover cards from discard pile and put back in your deck and , to stop opponents to hurt you until you setup, and the basic survival combo, + (buffed of course, it's too weak for the current gameplay), maybe make use of to speed it up a bit. And maybe finish with and (Better version of those)
A good example of characters to fit this style are the ones that can chain armor or have high spirit and defense values, and heals, like and and + .
Weapon Based:
It would put into use the many swords the dragon knights carry with physical damage, raising it's stats and sharing buffs with other comrades like , , , etc. Also each character would have it's own signature weapon like is for . With the help of other cards that can benefit from having an weapon equipped, it could get pretty solid, maybe to have some protection against removals, a new character with passive ability that could do that? This would open branches for better versions of older characters like that gives chain to all other characters
Two handed weapon DK's like would also be pleased.
Draconic Spell Based:
This playstyle would consist on using the draconic spells available, like (increased duration or permanent debuff effect on opponents hit), , etc, with buffs to draconic spell like and characters that can chain draconic spells or buff their damage like , (a perfect example of a draconic spell user), and .
This kind of deck would be causing mostly magical damage, causing more damage as they are getting buffed and weakening opponents as they are getting hit.
Fast Paced:
This playstyle I first used when came to the game, it consists on fast damage, but in exchange you pay stats because your buffs are temporary (lasts one/two turns only) which makes the characters more vulnerable to threats. It would use to recover strong cards like , , on characters with high physical attack or spirit with attack buffs or can chain actions like , and .
This is an example of combo I used to use to finish the opponent on each turn:
- Turn 1: starts with and
Description: Zahal gets it's order bonus and pulls from the deck, boosting his spirit and attack (=4 spirit). Than gives him +3 spirit (=7 spirit) and pulls from the deck, but before that gives Zahal +2 spirit (=9 spirit) and attack, than gives him +18 attack!!! First dead enemy.
- Turn 2 or 3: starts and buffs all your other characters with +2 spirit and defense. Than play and , pull from discard pile and copies stats, bang, second dead enemy.
When the combo fails or is countered, you have nothing, thats the risk.
So, that were my ideas of combos that should be viable, with diversity on Quilingo and Amnezy. Most cards I told need adjustments to be on par with the current "better" ones.
That's all for now, Thanks!