pickhardt
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I’ll be implementing more forging soon. Let me know if there’s anything you really want to see, and I can try to prioritize it.

techor
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Forging two allies together is something I’d like to see.

pickhardt
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In the general case, it’s kind of hard to say what forging two allies would do. I mean Imp + Ogre = ?

I could add specific recipes though. I was already planning to add specific recipes like Grow Big + Grow Big = Grow Huge.

techor
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Yeah, that is true. Maybe you could allow forging Golem with a bunch of different allies. That could be interesting, a Vampire Golem, Imp Golem, etc.

pickhardt
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Yeah, that’s a cool idea. It’d be cool to be able to make a golem out of any ally. For instance, Murderous Imp Golem.

It’d also be nice to do the same with Reinforcers (trap). Maybe rename it to Reinforcements, then you can have Imp Reinforcements, Bear Reinforcements, etc.

churros
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Haunter reinforcements would be hilarious if they behaved as individual haunters that got sent into the graveyard.

solitea
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A few random ideas:

  • Forge with objects and/or traps!

  • Any ally + River of Unity = +2 cost, and “Allies that share a type with this get +1/+1”

  • Any ally + Swapstaff = +1 cost, and “When this enters play, swap another ally’s AP and HP.”

  • Any card + Decoy = +1 cost, and “draw a card at the beginning of your next turn”

  • Something cool should happen if you forge all 6 Orbs together (perhaps by forging them in sets of 2, then forging the 3 results into one final card)

solitea
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Question… How do forged cards work in terms of deckbuilding limits? For example– if I have 4 Barbarians and 4 Raging Barbarians, can I put all 8 in my deck? Or only a total of 4 “Barbarian” cards per deck?

pickhardt
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You can have up to 4 cards with the same name. So as many forged barbarians as have different names.

arthan
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It would be good if we had a list with the available forge combos. :)

shukaku20
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Some potential ideas:

Any Ally + Fire Arrow: +1 red cost, deal 1 damage to an ally or player when this enters the field.

Any Ally + Rejeuvenate: When this ally enters the field, gain 1 health.

Any Ally + Swapstone: Swap the base stats of the card. (Ie. Sea guard would be a 3/2 rather than a 2/3)

Ant Reinforcements/reinforcers + a grow spell: Summon bigger reinforcements. Increase cost slightly for each unit past the first. Ie Grow big reinforcers could cost YG2, but grow huge could cost YG4, and gigantic could be YG7

Any Ally + Poisonous Mushrooms: +G cost(or full G1 if just G is too cheap), gives the ally Poisonous.

Rejeuvenate + Meditate: YY1, Energyless. Target ally or player regains 3 health. Whenever you take damage, return this to your hand.

Any Ally + Necromancer: Cost +B, when the ally dies, summon a 1/1 skeleton pseudocard in it’s place.

Any Ally or Object + Water Ball: Cost +U, gains the ability (U) Return this card to your hand.

Any Damaging spell + Brutal Attack: Cost +RR1, the spell deals double damage.

pickhardt
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What do you guys think about forging’s impact on game balance?

Before forging, the game was fairly balanced with various decks competitive, no card totally overpowering.

However, with forging, there’s definitely cards that are strictly better and higher power tiers than others.

If before forging there were only a few tiers of power levels, say cards could be graded into 5 tiers, after forging there will be like 10 tiers.

It’s something that has concerned me about forging. It isn’t necessarily bad, just different.

saramage1337
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I feel like most of the forged cards are only slightly better/worse than non-forged cards? Existing ones, at least. New ones might not be.

arthan
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I wonder, with the new possibilities of the forging system, is possible to create a 50-card deck consisted entirely by Matriarchs?

Something like this:

4x Ant Colony 4x River of Unity 4x Orb of Unity 4x Fresh Force 4x Matriarch 4x Small Matriarch 4x Big Matriarch 4x Small Big Matriarch 4x Big Small Matriarch 4x Small Small Matriarch 4x Small Small Big Matriarch 4x Small Big Small Matriarch 2x Big Small Small Matriarch

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