History GameBreaker / CardBattleGame

22nd Jun '17 11:40:30 AM EseMesmo
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* ''VideoGame/Mabinogi Duel'' had Hunter: Piollet during the City of Gold Cadir pre-release format. At level 1/2/3 he dealt 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.

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* ''VideoGame/Mabinogi ''Mabinogi Duel'' had Hunter: Piollet during the City of Gold Cadir pre-release format. At level 1/2/3 he dealt 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.
22nd Jun '17 11:37:06 AM EseMesmo
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* ''VideoGame/MabinogiDuel'' had Hunter:Piollet during the City of Gold Cadir pre-release format. At level 1/2/3 he dealt 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.

to:

* ''VideoGame/MabinogiDuel'' ''VideoGame/Mabinogi Duel'' had Hunter:Piollet Hunter: Piollet during the City of Gold Cadir pre-release format. At level 1/2/3 he dealt 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.



** And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature ''every turn'', turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ''hilariously'' hard to get rid of.

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** And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature ''every turn'', turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ''hilariously'' hard to get rid of.of.
**There is also the ungodly Double Nao deck. It consists in stalling your opponent (usually through Trap in the Castle and/or the aforementioned Hunter: Piollet) to build up 15 Dark while discarding 2 White Nao (ideally a Dark mutant version) and 1 Black Knight, and 2 other creatures of your choosing (usually high Attack creatures like Red Dragon). Finally, once the 15 Dark is gathered, cast Ultimate: Gates of Hell and watch as your opponent is left with a few very, ''very, VERY'' specific options to counter your board. True Holy Spear and Succubus Queen: Lilith are the most effective, but both are pretty rare and expensive. Not even Seclusionist: Ansili, which otherwise ''literally'' destroys non-CGC decks, can stand to this deck since the Naos will revive everything he destroys. Have fun!
21st Jun '17 8:45:17 AM EseMesmo
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* Mabinogi Duel had Hunter:Piollet during the City of Gold Cadir pre-release format. At level 3 he dealt 11 damage to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he literally unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.
** During the same format, there was also the Golden Garden Cat. It gives +1 to your least abundant resource every turn, which is a step beyond most other generators already due to its versatility. However, if your Gold (a resource the Cat itself can produce, by the way) reserve is 4 or higher, its production DOUBLES. This little domestic cat essentially doubled the speed of most decks in the game.
** And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature every turn, turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ridiculously hard to get rid of.

to:

* Mabinogi Duel ''VideoGame/MabinogiDuel'' had Hunter:Piollet during the City of Gold Cadir pre-release format. At level 3 1/2/3 he dealt 11 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he literally unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature.creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.
** During the same format, there was also the Golden Garden Cat. It gives +1 to your least abundant resource every turn, which is a step beyond most other generators already due to its versatility. However, if your Gold (a resource the Cat itself can produce, by the way) reserve is 4 or higher, its production DOUBLES. Its one downside? Its HP/Defense spread put it just 2 points below the Piollet threshold ''at level 3 only''. This little domestic cat essentially doubled ''doubled'' the speed of most decks in the game.
** And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature every turn, ''every turn'', turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ridiculously ''hilariously'' hard to get rid of.
21st Jun '17 8:25:31 AM EseMesmo
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* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them, greatly limiting your deck-building and even then would probably also bring counters to them. Adding insult to the injury, their Common rarity meant that it's very easy to overlevel them in ladder games[[note]]That is not to say that they aren't good in tournament gameplay, in fact they're just as good in contrast to the Royal Giant[[/note]] so you'd probably encounter them in like every 2 games.

to:

* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them, greatly limiting your deck-building and even then would probably also bring counters to them. Adding insult to the injury, their Common rarity meant that it's very easy to overlevel them in ladder games[[note]]That is not to say that they aren't good in tournament gameplay, in fact they're just as good in contrast to the Royal Giant[[/note]] so you'd probably encounter them in like every 2 games.games.
*Mabinogi Duel had Hunter:Piollet during the City of Gold Cadir pre-release format. At level 3 he dealt 11 damage to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he literally unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.
**During the same format, there was also the Golden Garden Cat. It gives +1 to your least abundant resource every turn, which is a step beyond most other generators already due to its versatility. However, if your Gold (a resource the Cat itself can produce, by the way) reserve is 4 or higher, its production DOUBLES. This little domestic cat essentially doubled the speed of most decks in the game.
**And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature every turn, turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ridiculously hard to get rid of.
2nd Jun '17 8:16:50 PM VeryMelon
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** Thousand-Eyes Restrict. It's a normal monster in this game, requiring no tributes, which steals your opponent strongest monster, and increases its level by 2 (equivalent to a 1000 ATK/DEF boost), so you can deal massive amounts of direct damage right away. Broken for obvious reasons. Coupled with Change of Heart, Brain Control, and Relinquish, duels becomes a "I steal your monster, you steal my monsters" game against the tier 4 / 5 opponents.
26th Dec '16 8:36:52 PM Loekman3
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* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them.

to:

* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them.them, greatly limiting your deck-building and even then would probably also bring counters to them. Adding insult to the injury, their Common rarity meant that it's very easy to overlevel them in ladder games[[note]]That is not to say that they aren't good in tournament gameplay, in fact they're just as good in contrast to the Royal Giant[[/note]] so you'd probably encounter them in like every 2 games.
26th Dec '16 8:32:11 PM Loekman3
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** 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).

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** 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).Fiend).
* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them.
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.
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