History GameBreaker / CardBattleGame

16th Sep '16 12:26:52 AM harharhar
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* VideoGame/{{SolForge}} has seen several game-breaking cards come and go, with nerfs and buffs rendering some of them more manageable or less crazy. Some of such cards:

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* VideoGame/{{SolForge}} The game has seen several game-breaking cards come and go, with nerfs and buffs rendering some of them more manageable or less crazy. Some of such cards:



** Ironmind Acolyte, who benefits immensely from card draws to fill up the board in a jiffy. Now nerfed to not draw additional cards even when its effect triggers from you having too many cards in hand.

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** Ironmind Acolyte, who benefits immensely from card draws to fill up the board in a jiffy. Now nerfed to not draw additional cards even when its effect triggers from you having too many cards in hand.hand.
** Immortal Echoes, which resurrects one of your dead creatures at the end of turn, and this repeats once at lower level and indefinitely at level 3. This card easily enables strategies that require creatures to simply drop into play (such as Restless Wanderers), or worse, creatures who become stronger when coming back from the dead (Tarsus Deathweaver and Indomitable Fiend).
26th Aug '16 12:35:27 AM Gadjiltron
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*** To top that off, Trap Master has an effect that creates an Acid Trap Hole ''for free'', while only taking up a little more deck capacity than the card itself. You can have what amounts to up to 6 Acid Trap Holes in a Deck, and that's before taking into account reuses thanks to Darkness Approaches. Its paltry 500 ATK matters very little when the opponent will subsequently try to attack it and lose their strongest monster in the process.
14th Aug '16 11:40:10 AM VeryMelon
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** Cocoon of Evolution will evolve into Great Moth after a turn on the field, which then evolves into Perfectly Ultimate Great Moth the turn after. With its high defense for a 4 star monster, it'll likely survive long enough to change once. Finally, the Cocoon can be used once your Duelist Level reaches 26! This is extremely low compared to the benefit this card gives you.
2nd Aug '16 9:51:09 PM VeryMelon
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* ''VideoGame/YuGiOhDarkDuelStories'':
** Change of Heart. Its effect in this game is permanent instead of only lasting one turn like in real life, so you can steal your opponents best monster from them for the rest of the duel if you use it right.
** Dark Hole is one due to a quirk in the tribute mechanics. You're allowed to tribute monsters, play Dark Hole, then tribute summon a monster in that order. Played with minimal monsters on your field to tribute, Dark Hole becomes cost free.
15th Jul '16 12:03:39 AM harharhar
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* {{Solforge}}, a card battle game which heavily runs on EvolvingAttack, has several under its name:
** The Savants, which are rather ok statwise (as in, easy to kill by a majority of other creatures and spells in the game), are strong because as they level up, they encourage you to play weaker cards for them to trigger their effects. Because you can't level up all your cards so soon, having a few high-levelled Savants means you have a lot of low level cards yet to be levelled up, and because playing those low level cards now reward you with levelling them up AND triggering the Savants.... well, suffice to say, Savants are powerful enough to get banned in some tournaments.
** Zimus, the Undying. Once you can level him up to the maximum, there are very few cards that can answer him (only reliable way is to use Botanimate, a BalefulPolymorph spell). Why? Because every time you kill him, he'll just come back from the dead. [[DeathIsCheap IMMEDIATELY]].
** Everflame Phoenix. This card's level 1 stat is already pretty amazing, but its level 2 is epically horrible. That is, until you gain a rank (which happens once every four turns) and that level 2 instantly transform into a level 3 monstrosity with high enough stat to one-shot 99% of all creatures available in the game, and when it dies, it will [[TakingYouWithMe nuke the creature face-to-face with it]], along with their owner. Then it returns as a lowly level 2 Phoenix. Which can later grow into level 3 again.

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* {{Solforge}}, a card battle game which heavily runs on EvolvingAttack, VideoGame/{{SolForge}} has seen several under its name:
game-breaking cards come and go, with nerfs and buffs rendering some of them more manageable or less crazy. Some of such cards:
** The Savants, which are rather ok statwise (as in, easy to kill by a majority of other creatures and spells in the game), are strong because as they level up, they encourage you to play weaker cards for them to trigger their effects. Because you can't level up all your cards so soon, having a few high-levelled Savants means you have a lot of low level (Lifeshaper Savant, Flameshaper Savant, Darkshaper Savant and Steelshaper Savant), which played extremely well with the game's level-up mechanic until they were nerfed to benefit only their respective factions. They are also among the very rare non-Legendary cards yet to be levelled up, and because playing those low level cards now reward you with levelling them up AND triggering the Savants.... well, suffice to say, Savants are powerful enough that managed to get banned in some tournaments.
** Zimus, the Undying. Once you can level Zimus The Undying, who just [[WhyWontYouDie won't die, ever]]. First changed so that dying twice in a turn kills him up to the maximum, there are very few for good because his ability would cause infinite loop against certain cards that can answer otherwise, and then reversed now after any infinite-combo chain involving him (only reliable way is to use Botanimate, a BalefulPolymorph spell). Why? Because every time you kill him, he'll just come back has been neutered.
** Wegu, The Ancient, who gets easy massive buffs
from the dead. [[DeathIsCheap IMMEDIATELY]].
** Everflame Phoenix. This card's level 1 stat is already pretty amazing, but its level 2 is epically horrible. That is, until you gain a rank (which happens once every four turns) and that level 2 instantly transform
healing, turning it into a level 3 monstrosity with high enough stat breakthrough monster steamrolling everything. Now nerfed to one-shot 99% of all creatures available in have no breakthrough early on.
** Ironmind Acolyte, who benefits immensely from card draws to fill up
the game, and board in a jiffy. Now nerfed to not draw additional cards even when it dies, it will [[TakingYouWithMe nuke the creature face-to-face with it]], along with their owner. Then it returns as a lowly level 2 Phoenix. Which can later grow into level 3 again.its effect triggers from you having too many cards in hand.
9th Jul '16 10:08:21 PM DoctorTItanX
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** The lesson of just how game-breaking these sort of attack boosts are is taught to the player very quickly via Witch's Apprentice, a card the player ''starts with''. It works like Hourglass of Life, except it only powers up Shadow-element monsters. Which in itself is overpowered, because of how the game's ElementalRockPaperScissors works. In theory, it's Shadow > Light > Fiend > Dreams > Shadow. The problem with this is that Dreams-element monsters are ridiculously rare, to the point where encountering ''one'' in the ''entire game'' is an event unto itself, making Shadow an unintentional InfinityPlusOneElement. And on the off-chance that you do encounter such a monster...well, that's what your trap cards are for.

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** The lesson of just how game-breaking these sort of attack boosts are is taught to the player very quickly via Witch's Apprentice, a card the player ''starts with''. It works like Hourglass of Life, except it only powers up Shadow-element monsters. Which in itself is overpowered, overpowering, because of how the game's ElementalRockPaperScissors works. In theory, it's Shadow > Light > Fiend > Dreams > Shadow. The problem with this is that Dreams-element monsters are ridiculously rare, to the point where encountering ''one'' in the ''entire game'' is an event unto itself, making Shadow an unintentional InfinityPlusOneElement. And on the off-chance that you do encounter such a monster...well, that's what your trap cards are for.



** Don't even get started on Coccoon of Evolution. Its duelist level requirement is really quite low. You can have 3 per deck, 2000 defence, needs no tribute. After one turn, it evolves into Great Moth. Another turn later, and ''that'' evolves into Perfectly Ultimate Great Moth. 3500 ATK, usually only usable once you've already got two God Cards and quite overpowered.

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** Don't even get started on Coccoon of Evolution. Its duelist level requirement is really quite low. You can have 3 per deck, 2000 defence, needs no tribute. After one turn, it evolves into Great Moth. Another turn later, and ''that'' evolves into Perfectly Ultimate Great Moth. 3500 ATK, usually only usable once you've already got two God Cards and quite overpowered.overwhelming.



* ''VideoGame/YuGiOhTheDuelistsOfTheRoses'' has a lot of broken cards only available through hacking, passwords, or the Destiny Draw mechanic. Card Reincarnation can get you Darkness Approaches, which is broken for the same reason as it was in ''The Sacred Cards'', and there are two monsters it works wonderfully with: Mystical Elf, which when flipped raises the attack power of all Light monsters (including itself) by 800 points, and Wood Remains, which raises the attack power of all Wood Remains on the field by 500. The kicker here? You can get a Wood Remains by fusing a zombie and plant monster that both have less than 1000 attack points, and you can get a Mystical Elf by fusing either Dancing Elf or Wing Egg Elf with a Fairy-type monster with less than 800 attack points. These materials are easy to farm from the right opponents and significantly raise the number of potential copies of these monsters a deck can bring out.
** You think those are bad? Try Spirit of the Books. An otherwise unknown normal monster in the TCG becomes completely broken here, because its flip effect is to summon Boo Koo, another otherwise unknown monster in the TCG. When Boo Koo is flipped, Spirit of the Books gains 700 attack points. If Boo Koo is fused with another Winged Beast monster with less than 1400 attack, it creates yet another Spirit of the Books. This creates an endless cycle of powerups so long as every newly flipped Boo Koo can be fused with another Winged Beast you draw. You do have to throw out the weaker Spirits so that new ones can keep coming in, but hey, three or more psycho librarian owls with over 5000 attack? That's worth it.

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* ''VideoGame/YuGiOhTheDuelistsOfTheRoses'' has a lot of broken extraorindary cards only available through hacking, passwords, or the Destiny Draw mechanic. Card Reincarnation can get you Darkness Approaches, which is broken effective for the same reason as it was in ''The Sacred Cards'', and there are two monsters it works wonderfully with: Mystical Elf, which when flipped raises the attack power of all Light monsters (including itself) by 800 points, and Wood Remains, which raises the attack power of all Wood Remains on the field by 500. The kicker here? You can get a Wood Remains by fusing a zombie and plant monster that both have less than 1000 attack points, and you can get a Mystical Elf by fusing either Dancing Elf or Wing Egg Elf with a Fairy-type monster with less than 800 attack points. These materials are easy to farm from the right opponents and significantly raise the number of potential copies of these monsters a deck can bring out.
** You think those are bad? Try Spirit of the Books. An otherwise unknown normal monster in the TCG becomes completely broken effective here, because its flip effect is to summon Boo Koo, another otherwise unknown monster in the TCG. When Boo Koo is flipped, Spirit of the Books gains 700 attack points. If Boo Koo is fused with another Winged Beast monster with less than 1400 attack, it creates yet another Spirit of the Books. This creates an endless cycle of powerups so long as every newly flipped Boo Koo can be fused with another Winged Beast you draw. You do have to throw out the weaker Spirits so that new ones can keep coming in, but hey, three or more psycho librarian owls with over 5000 attack? That's worth it.



* Online card game [[http://www.elementsthegame.com/ Elements: the Game]]: the Aether element is badly overpowered, with such charming things as multiple completely untouchable monsters and a shield that just makes you invulnerable to non-spell damage for three turns, but the real killer has to be the Entropy element weapon, Discord. If your opponent gets out a Discord in the first few turns, you will almost certainly die, because the special power of Discord is to randomly shunt your [[{{Mana}} quanta]] around - typically reducing high ones, like, say, the types your deck is based on. The incredibly rare Shards only make balance worse - the aether-aligned one, the Shard of Wisdom, enables you to turbocharge the already obnoxiously strong immortal creatures (which can't be affected by ''any'' spells or targeted abilities other than the Shard of Wisdom, making them almost totally impossible to kill) so that they become significantly stronger and deal spell damage, which bypasses nearly all the shields in the game. They also have access to Mindgate, a permanent item which, for an upkeep of 2 Aether quanta, effectively allows them to see what the next card in their opponent's deck will be...[[PowerCopying by copying it.]] Finally, they can also spend 7 Aether quanta to activate Parallel Universe, another card which copies any targetable creature on the field. That 10/10 Golden Dragon you brought out? They now have one too, and at 5 less total quanta cost.

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* Online card game [[http://www.elementsthegame.com/ Elements: the Game]]: the Aether element is badly overpowered, very overpowering, with such charming things as multiple completely untouchable monsters and a shield that just makes you invulnerable to non-spell damage for three turns, but the real killer has to be the Entropy element weapon, Discord. If your opponent gets out a Discord in the first few turns, you will almost certainly die, because the special power of Discord is to randomly shunt your [[{{Mana}} quanta]] around - typically reducing high ones, like, say, the types your deck is based on. The incredibly rare Shards only make balance worse - the aether-aligned one, the Shard of Wisdom, enables you to turbocharge the already obnoxiously strong immortal creatures (which can't be affected by ''any'' spells or targeted abilities other than the Shard of Wisdom, making them almost totally impossible to kill) so that they become significantly stronger and deal spell damage, which bypasses nearly all the shields in the game. They also have access to Mindgate, a permanent item which, for an upkeep of 2 Aether quanta, effectively allows them to see what the next card in their opponent's deck will be...[[PowerCopying by copying it.]] Finally, they can also spend 7 Aether quanta to activate Parallel Universe, another card which copies any targetable creature on the field. That 10/10 Golden Dragon you brought out? They now have one too, and at 5 less total quanta cost.
24th Apr '16 9:41:09 PM Gadjiltron
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** Beckon to Darkness falls under the same vein as Trap Cards, being able to destroy anything that isn't a God Card, having a very low deck cost, and always hitting the strongest monster the opponent has. From start to finish, it will always see play in the player's deck because it's so efficient at taking out threats they otherwise cannot surmount.



** The Destiny Draw mechanic, which automatically placed a designated card on top of your Deck if you were losing, was remarkably abusable, letting you put game-winning cards on top of your Deck in the second turn with some good management of your Life Points. After Glow, which shuffles itself into the Deck and wins the Duel if you draw it on the next turn, was probably the worst offender.

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** The Destiny Draw mechanic, which automatically placed a designated card on top of your Deck if you were losing, was remarkably abusable, letting you put game-winning cards on top of your Deck in the second turn with some good management of your Life Points. After Glow, which shuffles itself into the Deck and wins the Duel if you draw it on the next turn, was probably the worst offender. What made it more egregious is that you can set a handicap that starts you off at an immense Life Point disadvantage, which allows you to ''immediately'' access Destiny Draw.
14th Dec '15 10:16:09 AM Morgenthaler
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* The Sevens cards, Rosemon's Lure and Download Digivolve in DigimonDigitalCardBattle, all of which counts as InfinityPlusOneSword.

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* The Sevens cards, Rosemon's Lure and Download Digivolve in DigimonDigitalCardBattle, VideoGame/DigimonDigitalCardBattle, all of which counts as InfinityPlusOneSword.
30th Oct '15 1:55:03 PM zaphod77
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** in this game, Pumpking, king of ghosts pumps the attack of all your zombies when in defense mode permanently every turn (even th face down ones). Pumpking is particularly easy to fuse from your hand, using the games generic attack power based fusion system. Plant+zombie=Wood Remains+another zombie=Pumpking. Also not that hard to get in card form. One of the starter decks even has it. This game also has Coccoon of Evolution too. Just like before, fuse it with larvae of moth or petit moth to get pupae of moth, which turns into Perfectly Ultimate Great Moth, which decreases the attack and defense of your opponents creatures every turn permanently when in defense mode (even the face down ones). And pupae of moth enter the graveyard when Perfectly Ultimate Great Moth comes on the field, allowing you to resurrect it with many cards to get ANOTHER moth, and the pupae of moth enters the graveyard again, where it can be brought back AGAIN.... Now we add in Blue Eyed Silver Zombie, with a flip effect that turns all your creatures into zombies, which are then pumped by your many pumpkings. Call of the Haunted does the same thing, but on a spell card. You quickly build a field of 9999/9999 monsters and turn your opponents into 0/0 with large numbers of pumpkings and moths.
2nd Aug '15 2:45:57 PM Ephraim225
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** You think those are bad? Try Spirit of the Books. An otherwise unknown normal monster in the TCG becomes completely broken here, because its flip effect is to summon Boo Koo, another otherwise unknown monster in the TCG. When Boo Koo is flipped, Spirit of the Books gains 700 attack points. If Boo Koo is fused with another Winged Beast monster with less than 1400 attack, it creates yet another Spirit of the Books. This creates an endless cycle of powerups so long as every newly flipped Boo Koo can be fused with another Winged Beast you draw. You do have to throw out the weaker Spirits so that new ones can keep coming in, but hey, three or more psycho librarian owls with over 5000 attack? That's worth it.
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