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Game Breakers in Card Battle Games.

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  • Lost Kingdoms can be broken by ignoring the maximum deck size and instead making a small deck comprised of nothing but the most powerful attack cards you have and "recover used cards" cards.
  • Online card game Elements: the Game: the Aether element is very 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 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...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.
  • 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:
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    • The Savants (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 that managed to get banned in some tournaments.
    • Zimus The Undying, who just won't die, ever. First changed so that dying twice in a turn kills him for good because his ability would cause infinite loop against certain cards otherwise, and then reversed now after any infinite-combo chain involving him has been neutered.
    • Wegu, The Ancient, who gets easy massive buffs from healing, turning it into a breakthrough monster steamrolling everything. Now nerfed to have no breakthrough early on.
    • 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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    • 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).
  • The Elite Barbarians from Clash Royale. 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 gamesnote  so you'd probably encounter them in like every 2 games.
  • 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  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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    • 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 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 hilariously hard to get rid 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!
  • While many overpowered cards and decks have come and gone in Shadowverse, perhaps the biggest game-breaking deck of them all would have to be Neutral Blood in Wonderland Dreams. To summarize, the brokenness of Neutral Blood came from massive tempo plays in the first 4 turns followed by drawing their win condition by turn 6. The basic Neutral Blood flowchart goes like this: Play Tove on turn 2, a very overstatted 3/3 that couldn't attack until you played a Neutral minion, which was barely a drawback in a Neutral-focused deck. Turn 3 you play any 3-cost Neutral to activate Tove, but the best one would be a Goblin Leader for an extra Goblin. You follow that up with Alice, Wonderland Explorer to turn those puny 1/2 Goblins into much heftier 2/3s. In case of emergencies, your 4-cost Big Knuckle Bodyguard gives you a big body with removal. All this is to help you not fall behind when you play Baphomet's Enhance effect to draw a follower with 5+ Attack and reduces its cost by 3 for 5 points, so that you can play Spawn of the Abyss on turn 6, which can deal as much as 16 damage (8 Attack + 8 direct damage to the leader), 80% of their max health, in a single hit evolved if it hit face. If your opponent doesn't have an immediate answer to your turn 2-4 plays you'd be in big trouble even before Spawn of the Abyss can hit your face, and you'd better have a Ward to stop it if you even want a small chance to come back late game. What should be noted that every one of these cards mentions were nerfed after release, all of them before the next expansion hit.
  • Digimon Digital Card Battle
    • The Sevens cards, Rosemon's Lure, and Download Digivolve, all of which counts as Infinity +1 Sword.
    • Armor Digivolutions. If your partners have enough experience and good equippable Digi-Parts, their Armors can carry you throughout a good portion of the post-game. It's even a viable strategy to make the three partner cards you can get the only Digimon cards in a deck and using nothing but overpowered Option cards to boost them further.


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