Talk:Dvorak War deck

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Hello Everbody!
This deck is a bit (lot?) like the Infinte Dvorak Deck, but it has a theme: Dvorak's creators.
If you have created any cards, you are eligible to join this deck. The audition consists of: a) making a card with your username, and b) adding it to the card list.
Once you've done that, just make some cards for your character. Don't miss out on the next big thing in Dvorak!--ChippyYYZ 19:57, 26 July 2008 (BST)

The Cards

Atticuszord

Thank you for joining, Atticus! Rather than switch between the two Atticuszords, shouldn't you just play both? You might want to edit this.
Also, the last sentence of Be Yourself needs clarifying.--ChippyYYZ 05:02, 27 July 2008 (BST)

Fixed. The Atticuszord is going to have more forms, and playing them all at one would wreck the balance of the game. Edited Be Yourself. This is a clever idea for a deck, so I couldn't pass up the chance to throw myself into the mix. --Atticus 15:49, 27 July 2008 (BST)

Ultimate Weapon

The original form of this card was heavily dependent on token generators. Since this deck doesn't use tokens, an Ultimate Weapon would be ridiculously impractical.-Bucky 17:50, 6 September 2008 (BST)

It fit the concept of the deck pretty well, but I guess you're right. And you already have the victory clause.--ChippyYYZ 21:00, 6 September 2008 (BST)

Gill_Smoke

Needs a new Action ability. Tokens are specific to the Infinite deck; there is no token rule for Dvorak War.-Bucky 15:20, 27 August 2009 (UTC)

Sorry, I just took it for granted that Tokens exist without a rule specifying so. Rules-cleaning time!--ChippyYYZ 21:34, 31 August 2009 (UTC)

Wait, I'm Not Done Yet

"Discard a card to prevent that Action" Does it also work on things? If that was the intention, you could change it to "prevent the game ending until its player's next turn." And since this isn't technically Gill_Smoke's Talk Page, I don't have to control Bucky to make this comment.--ChippyYYZ 02:22, 12 October 2009 (UTC)

Balance issues

Power level concerns

There are a few cards which should be depowered simply because they make the game impossible for one or more other players. They are Atticuszord Defense Mode (and by extension Atticus), Chaos Clock, Keystone of Silence and Malevolent Raccoon Spirit. In order:

Atticuszord Defense Mode gives you an untouchable Thing lock two turns after playing Atticus. Turn 1 play Atticus and search up Atticuszord Defense Mode, turn 2 play Atticuszord Defense mode and search up Atticuszord Combat Mode, turn 3+ swap Defense Mode for Combat Mode, destroy a Thing, swap Defense Mode back into play. You can destroy whatever you want the turn after it hits play and your opponents can't do anything about it (barring Wrath of Bucky).

Chaos Clock and Keystone of Silence both lock a player out of the game completely - Chaos Clock at the cost of all your actions and Keystone of Silence for free. They aren't eliminated, they just can't do anything for the rest of the game.

Malevolent Raccoon Spirit is the Atticuszord combo, except it doesn't require as much setup. -Bucky 18:30, 25 October 2009 (UTC)

The new version NARF's character card feels excessively unfun in a game with 4 or fewer players, where it's used to stack the other players' draws so that they can't do anything meaningful. -Bucky 18:19, 2 September 2013 (UTC)

Rules

Card limit

Is there a three cards per edit limit like on Infinite? --NARF 04:18, 9 January 2011 (UTC)

No, as long as you don't flood the deck with cards (which you haven't done), you're fine. PS: Should Land Survey go into an opponent's hand when put into the graveyard, or are you supposed to be able to recycle it?--ChippyYYZ 19:09, 9 January 2011 (UTC)
It's designed for flexibility, so you can do both. E.G. if you want to use something that depends on the number of cards in an opponent's hand or something. --NARF 05:46, 10 January 2011 (UTC)