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* '''GameBreaker/LibraryOfRuina'''

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* '''GameBreaker/LibraryOfRuina'''''GameBreaker/LibraryOfRuina''
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* '''GameBreaker/LibraryOfRuina'''
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* ''VideoGame/MarvelSnap'':
** Back in beta, Mister Negative was the most stand-out broken card. His effect swaps the Power and cost of every card in your deck, letting you turn high-cost low-Power cards into massive bombs. There was effectively no downside to this, since there were many swap targets that were still good even if not reversed, and Negative himself had a reasonable 4 Power body for 4, letting him contest his location. When the game was officially released, Negative was changed to instead have -1 Power, making him actively hurt the location he was played to and forcing him to be more of a commitment.
** For a few months, The Leader was the most despised card in the game. His effect copied everything your opponent played this turn to your side of the board. Many decks hold cards until the final round where they make one gigantic push, and Leader completely invalidated these strategies since you could play normally then just copy everything your opponent did. There was basically no way to play around this other than to pray they hadn't drawn Leader yet. Leader was eventually changed to only copy the opponent's highest-Power card they played, making him counter decks that go big but not decks that go wide.
** Two ReducedResourceCost cards proved to be quite a pain. First was Zabu, which makes all of your 4-Cost cards cost 2 less. With two Zabus or doubling Zabu's effect with Wong, this could let you reduce your entire deck to 0 if it was built right. The other, Quinjet, reduces the cost of cards that didn't start in your deck by 1. Combined with Thanos; who shuffles in six 1-Cost Infinity Stones that help you cycle through your deck, and Lockjaw; who swaps any cards you play to his location with a random card from your deck, you could easily cycle through your deck while building massive Power. Both were changed to no longer lower the cost of cards below 1.
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* [[https://www.youtube.com/watch?v=cNJUp0_kdpg This video]] describes a set of functionally-identical, very overpowered cards in Card-Jitsu, ''VideoGame/ClubPenguin'''s card battle game. The game itself is a simple rock-paper-scissors where each card has a power number that's used for tiebreakers. The cards in question are Water-type, and have a power of 12, the highest possible. Normally, even the strongest Water card loses to the weakest Snow card, but these cards have an effect that changes opponent's card's element from Snow to Water, meaning the round will be decided by power, which they have the highest possible amount of. There are special effects that can help beat this card, but they must be set up one turn in advance and only last one turn, so the opponent can just wait for the effect to wear off. As long as you don't accidentally use this card when one of those effects is active, you are guaranteed to either win, unless your opponent plays a 12 power Water or Snow card, which results in a tie.
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*** '''Leroux, the Macabre'''. Leroux's skills (Valour, Siphon, and Dualstrike) result in a card that reaches an extremely high Attack stat right off the bat, strike whatever card is in front of it ''twice'' for that amount, and then heal off whatever damage it may have taken. At higher levels, particularly once it hits level 7 and gets Dualstrike every 2 (read: ''[[OhCrap every other turn]]''), it's very easy for an unchecked Leroux to blitz through anything and everything foolish enough to come hear it. Combine his toolkit with Aria, who gives every card Berserk, and you make him into an IncreasinglyLethalEnemy on top of that.

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*** '''Leroux, the Macabre'''. Leroux's skills (Valour, Siphon, and Dualstrike) result in a card that reaches an extremely high Attack stat right off the bat, strike whatever card is in front of it ''twice'' for that amount, and then heal off whatever damage it may have taken. At higher levels, particularly once it hits level 7 and gets Dualstrike every 2 (read: ''[[OhCrap every other turn]]''), it's very easy for an unchecked Leroux to blitz through anything and everything foolish enough to come hear near it. Combine his toolkit with Aria, who gives every card Berserk, and you make him into an IncreasinglyLethalEnemy on top of that.
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*** '''Alyel, Rush of Fury'''. What else can be said about a [[InfinityMinusOneSword Champion]] that activates ''instantly''? Just by ''existing'', Alyel can bypass killing anything else and soften up the [[StraightForTheCommander Hero]] a bit, which becomes quite a problem when her [[GatheringSteam Berserk]] increases her Attack from a measly 6 by at least 8 points (with a Berserk rune) on non-Dualstrike turn. Once Alyel gets going, she's quite difficult to stop: she has a solid defensive skill in Invisibility, letting her dodge up to ''4'' skills aimed at her. In what is perhaps the most unfair strategy in the entire game, placing Alyel next to '''Razi the Fallen Light''', who can Empower an Angel card by ''18'' with the proper rune, opens the possibility of getting your Hero '''''[[OneHitKill wiped out in the span of a single turn with no warning]]''''', thanks to Alyel Dualstriking with her souped-up Attack.

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*** '''Alyel, Rush of Fury'''. What else can be said about a [[InfinityMinusOneSword Champion]] that activates ''instantly''? Just by ''existing'', Alyel can bypass killing anything else and soften up the [[StraightForTheCommander Hero]] a bit, which becomes quite a problem when her [[GatheringSteam Berserk]] increases her Attack from a measly 6 by at least 8 points (with a Berserk rune) on non-Dualstrike turn.turns. Once Alyel gets going, she's quite difficult to stop: she has a solid defensive skill in Invisibility, letting her dodge up to ''4'' skills aimed at her. In what is perhaps the most unfair strategy in the entire game, placing Alyel next to '''Razi the Fallen Light''', who can Empower an Angel card by ''18'' with the proper rune, opens the possibility of getting your Hero '''''[[OneHitKill wiped out in the span of a single turn with no warning]]''''', thanks to Alyel Dualstriking with her souped-up Attack.
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*** '''Kensho, the Aeromaster''' is a foe to fear. Boasting a nasty mix of high [[ResistantToMagic Ward]], [[AnIcePerson Frostbreath]], and [[HarmlessFreezing Freeze]], Kensho is an incredibly versatile choice that can be put to good use pretty much from the get-go. He has a little of everything: a surprisingly strong Attack stat for a wizened old monk, solid defenses that make him pretty much immune to dying from Poison or Scorch without lots of concerted effort, and the dreaded "Freeze every 2", which is absolutely ''obscene'' on a 2-delay card. That's right -- in spite of only being a mid-speed card, a high-level Kensho can cast Freeze ''every other turn!''

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*** '''Kensho, the Aeromaster''' is a foe to fear. Boasting a nasty mix of high [[ResistantToMagic Ward]], [[AnIcePerson Frostbreath]], and [[HarmlessFreezing Freeze]], Kensho is an incredibly versatile choice that can be put to good use pretty much from the get-go. He has a little of everything: a surprisingly strong Attack stat for a wizened old monk, solid defenses that make him pretty much immune to dying from Poison or Scorch without lots of concerted effort, and the dreaded "Freeze every 2", which is absolutely ''obscene'' on a 2-delay card. That's right -- in spite of only being a mid-speed card, a high-level Kensho can cast Freeze ''every other turn!''turn!'' The devs have taken note of this and created premium champions with the same gamebreaking ingredients: 2-delay, Ward, Freeze every 2. Have enough Shards to collect them all? Congratulations, your Kensho is now, in effect, ''[[FromBadToWorse spammable!]]''



*** '''Alyel, Rush of Fury'''. What else can be said about a [[InfinityMinusOneSword Champion]] that activates ''instantly''? Just by ''existing'', Alyel can bypass killing anyhting else and soften up the [[StraightForTheCommander Hero]] a bit, which becomes quite a problem when her [[GatheringSteam Berserk]] increases her Attack from a measly 6 by at least 8 points (with a Berserk rune) on non-Dualstrike turn. Once Alyel gets going, she's quite difficult to stop: she has a solid defensive skill in Invisibility, letting her dodge up to ''4'' skills aimed at her. In what is perhaps the most unfair strategy in the entire game, placing Alyel next to '''Razi the Fallen Light''', who can Empower an Angel card by ''18'' with the proper rune, opens the possibility of getting your Hero '''''[[OneHitKill wiped out in the span of a single turn]]''''' thanks to Alyel Dualstriking with her souped-up Attack.

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*** '''Alyel, Rush of Fury'''. What else can be said about a [[InfinityMinusOneSword Champion]] that activates ''instantly''? Just by ''existing'', Alyel can bypass killing anyhting anything else and soften up the [[StraightForTheCommander Hero]] a bit, which becomes quite a problem when her [[GatheringSteam Berserk]] increases her Attack from a measly 6 by at least 8 points (with a Berserk rune) on non-Dualstrike turn. Once Alyel gets going, she's quite difficult to stop: she has a solid defensive skill in Invisibility, letting her dodge up to ''4'' skills aimed at her. In what is perhaps the most unfair strategy in the entire game, placing Alyel next to '''Razi the Fallen Light''', who can Empower an Angel card by ''18'' with the proper rune, opens the possibility of getting your Hero '''''[[OneHitKill wiped out in the span of a single turn]]''''' turn with no warning]]''''', thanks to Alyel Dualstriking with her souped-up Attack.

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