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 Post subject: Frost Wyrm
 Post Posted: Sun Jan 25, 2009 5:17 am 
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Do you think this guy is too tough?


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 Post subject: Re: Frost Wyrm
 Post Posted: Sun Jan 25, 2009 3:24 pm 
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Joined: Sun Nov 02, 2008 10:04 pm
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I just acquired my first one the other day (for a pretty penny no less) so I'm still fully evaluating him.

The initial take is that you almost have to have your entire deck built around him or he's often useless (or can be used against you). The dwarf restriction makes it pretty easy to take him out of action especially if you only have one or two dwarves on board/in hand. On the other hand, 4 attack at 2 domain is better than everything but flame ent, dust devil, and crushing wheel (which are also very situational).

He's also the only MF aloft that can attack aloft creatures, so I wouldn't want to see him nerfed into uselessness. As it stands, a couple falcons and an archer can take him down.

He's certainly strong, I would agree that he's maybe a little too strong - one attack or hp less certainly seems reasonable. But it can be hard to gauge properly because of the restriction.


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 Post subject: Re: Frost Wyrm
 Post Posted: Sun Jan 25, 2009 5:54 pm 
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Joined: Thu Dec 11, 2008 3:00 pm
Posts: 124
The wyrms threat level really depends on the map.
If the dwarves can follow him without having to trudge through forests then he's overpowered, but at other times reasonable. It can never be ignored really.
Possibly drop his hp by one.
Dont forget, 7base, 1dwarf, 4throne, 4drake... thats 4th turn huge big scary with maybe an extra dwarf to be safe.

Also way more powerfull than glorn airship for less domain. This is probably the fault of the airship though (should be upped in power?).

If youre worried that the wyrm is a problem, leave it as is, but maybe add that if an opposing dwarf is next to it it is uncontrolled. Oh yeah and that beastmaster chick too.


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 Post subject: Re: Frost Wyrm
 Post Posted: Sun Jan 25, 2009 11:55 pm 
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Joined: Sat Nov 01, 2008 2:51 am
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Location: Madison, WI
I think I would consider the following changes... reduce health, attack, vision and movement by one. I would also make it hover instead of aloft. In the image, it's clearly tethered to the controlling dwarf, so it doesn't really seem like it should be "aloft". The vision reduction goes hand in hand with the creature no longer being aloft... and the speed reduction is related to the 'tether'. If you've ever tried to drag an animal of anywhere, you know it's no easy task.

Finally, this is still a rare card... so in exchange for these nerfs, how about we give a little to MF in return? How about we make it "spawn adjacent to dwarf". The idea here being that the wyrm was not "summoned" at a base to do your bidding-- you invested resources to "capture" one from the uncharted expanse that is "The Far Wilds".

P.S. I agree that Beastmaster should have control precedence over dwarves.


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 Post subject: Re: Frost Wyrm
 Post Posted: Mon Jan 26, 2009 4:35 pm 
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while I agree with most of sun's points, the hover I can't agree with. that would give MF no native way to deal with alofts other than volcano which is already a terrible restriction.

after playing with him a bit more, the damage and hp is excessive and both should be reduced by one. vision and movement reduced by one I could see being fine.

I also learned that if he's ascented while not next to a dwarf, you don't get him back in hand which should be taken into consideration in the nerfing.


Last edited by doiron on Mon Jan 26, 2009 7:43 pm, edited 1 time in total.

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 Post subject: Re: Frost Wyrm
 Post Posted: Mon Jan 26, 2009 4:42 pm 
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Location: South of Sanity
While we're talking about him, I had a game the other day where I used a mis-scribed circle to de-dwarf him and the opponent still retained control. Could someone else try to confirm that for me?


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 Post subject: Re: Frost Wyrm
 Post Posted: Mon Jan 26, 2009 10:38 pm 
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After further study (yeeez does that phrase sound pretentious or what...), the wyrm is quite powerful.
-1 attack, -1hp is probably about right.
An extra -1vision would be overkill.
and definitely let him keep aloft.


As for him being gone after an ascent if uncontrolled... go Willy go, go to freedom.... lol


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 Post subject: Re: Frost Wyrm
 Post Posted: Tue Jan 27, 2009 12:14 am 
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Joined: Mon Mar 31, 2008 9:55 pm
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Location: Moscow, Russia
It's too hard to keep it controlled and it actually takes two cards (second card is warrior near it that can't do anything useful because you need to choose hex where you go wisely). It's quiet easy to neutralise that dwarf and, as you know, almost all dwarves have speed 3 so second one won't be able to reach Wyrm because it can be easily blocked. Here's cards that can deal with wyrm: any move cards (like teleport, call from the pit, magnetite beacon), mis-scribed circle (just move Wyrm of dwarf far away. Simple, isn't it?), entangle ascent or lysis on dwarf (and you have advantage as you killed two creatures, not one, so double effect), any other card that can just kill that dwarf and you are free. And yes, enemy can take it under control and smash you using yours Wyrm.
If Wyrm will have 4 HP it will be dead just after spawn with volcano or sunburst and it doesn't looks fine.

So for me card that cost two cards MM4 + ~M3 for dwarf and so unstable and can be used against you is good as it is now. If make it 3at 4hp then it should cost 3, but with 3 cost it's even worse than it was.


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 Post subject: Re: Frost Wyrm
 Post Posted: Tue Jan 27, 2009 12:43 am 
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Joined: Sat Nov 01, 2008 2:51 am
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Location: Madison, WI
I still think it would be neat if we nerf that stats a bit and make it "spawn adjacent to dwarf". I think it would greatly increase the playability and versatility of the card... it is rare after all.

If there are too many control issues to work out, it could be simplified so that it doesn't undim as normal if it's not adjacent to a dwarf you control.


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