pickhardt
Avatar

Card forging is now in beta. There will likely be some bugs.

http://orbsccg.com/forge

Forging rules so far:

Order matters. It goes (base card) + (modifying card), for instance Knight + Rage = Raging Knight.

Forging only goes two cards deep at the moment, even though there are four slots.

Forged cards cannot be forged again, so you can’t make something like Gigantic Raging Knight, for example.

Not all cards are forgable. In particular, only allies are forgable right now, and only some of them.

The only implemented modifiers so far are: Grow Big/Huge/Gigantic/Small, Mutate, Rage, and Ambush.

techor
Avatar

Can we get a list of what allies are forgeable? And can we only put an ally in the first slot, and an action in the second slot?

pickhardt
Avatar

It’s pretty much anything with a simplistic name, like Ant, Bear, Wolf, Cleric, Ogre, etc but also a few like Millimo, Haunter, Matriach, Engorger.

You can just see by trial and error on the forge page. If it’s forgable, it’ll show you the result if you try to forge it with something like Grow Big.

techor
Avatar

Okay. For Haunter if you forge it, would it still be brought out of the graveyard if you play a normal Haunter (and normal Haunters pulled out by the forged one?)

pickhardt
Avatar

No, for Haunter, I changed the card text slightly so it explains this. It now reads “When you play this, put all cards with the same name from your graveyard into play.”

I think Raging Haunter might be overpowered though. To be honest, Haunter itself is somewhat OP, cool concept but maybe could have something like “and deal 1 damage to you” added.

techor
Avatar

That makes sense, I was thinking how OP that would be if you could dump it for energy, then get it on the field potentially before you would even have the energy to play it. A couple of issues I have noticed so far:

  1. The forged card that I have (Raging Enforcer) in the in-game card the AP/HP is pushed off the bottom of the card so you can’t see it unless you click it and see the enlarged view.

  2. Similarly, the same issue crops up in forge view. In addition, it would be good to be able to click the card that will be forged in order to see it’s full text. Right now not all the text is visible on the more complex cards (like Raging Enforcer).

ryoin
Avatar

Playing around with it a bit, it seems like Rage is really strong. Raging Squire, for instance, is basically an Imp that can swing for extra damage on the turn it enters play (while, I think, still pitching for a Yellow? Interesting concept there :D )

Before I start nuking my collection playing with this stuff, forging consumes the cards, right? (If so, looks like I need to go buy a ton of Rage, lol)

pickhardt
Avatar

Yeah, forging consumes.

Rage is pretty much the go-to one for now, mostly because I didn’t implement many of the others. Sneaky, for instance, could be strong too.

techor
Avatar

Huh, interesting. I see Mutated Squire seeing a lot of possibilities since it costs 2 generic energy, and is a 3/1.

pickhardt
Avatar

Hmm, Mutated Squire wasn’t the intention of Mutate. I limited the HP to 1 because HP less than 0 means the ally dies, but that means for anything with 1 HP, Mutate gets you plus 2 AP with +2 cost. I guess that’s OK for now but it wasn’t really the intent.

techor
Avatar

Yeah, I’m thinking Haunter is OP with the new forging mechanic. It may need to have a life loss cost associated with it, maybe each one that returns from the graveyard costs a life. That might make it too underpowered, though.

salon
Avatar

grow small make lot of great combinations too, like small tuna, small helion, small shook troop. there is a lot of possibilits to make op cards

arthan
Avatar

Small Matriarch all the way! :P

About Sea Monster, isn’t it just a Big Millimo right now? If yes, shouldn’t it be changed/removed from game like General Leon?

Reply
x
to whisper, type "/w username message"