ghost pace



WHOSE THAT

Skeat's are scarry lumbering spirit turtles who will pull Harold into the ASTRAL REALM, and then deal great amounts of damage.

ASTRAL cards have got some reworkin done to them. And new ones have been added. As Norbert 339 points out, LOTUS was an overpowered card. Prior to this update, Harold could drop out of astral, deal the damage, and then return by the end of the turn, leaving the monsters no chance to attack our hero. Prayer flicking, to borrow a term.

HOW TO FIX IT? Well, first we got the lumbering spirit turtles. Having a strong astral opponent makes that status less valuable.

Next, Lotus card is used up when played, now. So you can't hope to play it every turn & stuff because you don't have that many of them.

This makes lotus a pretty bad card, i think. I added a few more mechanics that work with astral to make up for it:

* LOTUS BLOOM let's you gain a LOTUS card if you're not currently astral. Neat!

* SPIRIT CHIME allows you to toggle the astral status of yourself or others. Okay!

* EGRESS removes your astral-ality, & deals some damage to those around you. How come!

* Finally, GHOST PACE can make Harold very speedy -- but only if he's already astral...... Startling!

There may still be OP combos -- LOTUS BLOOM + SPRINT?? -- but I think it's ok, as a few (more than one) cards are required. See what you think, yeah.

Files

glumgraymore.zip Play in browser
Dec 13, 2020

Leave a comment

Log in with itch.io to leave a comment.