freaky paralysis

Individual card discussion.
issac434241
Posts: 133
Joined: Wed Feb 19, 2014 12:23 am

Re: freaky paralysis

Post by issac434241 »

Time to reset it :D

Anyway, thx ECB.
ID:Issac*
Bookie
Posts: 151
Joined: Mon Jun 23, 2014 4:12 am

Re: freaky paralysis

Post by Bookie »

Paralysis is weak and well balanced as is. I'd rather play a pit trap. That 9 seconds of waiting to attack is still negated PLUS you take damage. Way more powerful. Besides if you are one on one with paralysis you are both out a card slot and it is even. If someone is bringing multiple paralysis then drop a couple sabotage cards down and you can take them out.

It would be cool if there was a card that when affected by spells had a chance to destroy the spell. This would be a good card for people playing lots of spells. Same could be said about an anti trigger card unit that either is not affected by trigger cards to counter people using lots of triggers.
Bookie
Posts: 151
Joined: Mon Jun 23, 2014 4:12 am

Re: freaky paralysis

Post by Bookie »

Paralysis is rather weak compared to pit trap which not only stalls a card and resets it to its max cool down but also deals damage. I am much more afraid of someone using four pit traps.

It would be great if there was a couple gold cards to deal w people who play 4-5 spell cards or 4-5 trigger cards.

Here are several suggestions.

1. A card like hellhounds which would likely attack first whose ability is to dodge traps and still attack. I envision 15% chance to dodge per trigger card on board. By attacking first it draws the traps first.

2. Turning death tower into an attack unit who has a chance of one shot killing an opponent but if not it still does a morsel of damage. This negates it from being stopped by sabotage. It could also be immune to traps.

3. Make paralysis have 10 uses only.

4. A unit card with an attack every 4 seconds could negate a paralysis. This card would obviously be very weak so maybe spell cards could buff it's hp and or attack. This would be an anti paralysis type card.

5. A card like ritual of doom that last 20 seconds then board wipes all spell cards on both sides.

6. A unit card whose max cool down dec by 1 every time a spell targets it.
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