Card City Nights 2

Card City Nights 2

View Stats:
Unused, Underpowered and Underappreciated Cards Thread
We have talked enough of the cards we love and hate; both of those types tend to be powerful/overpowered cards. But, I think, a discussion on the cards we ignore would also be very valuable to the developers.

So, I'm presenting a list of top 27 cards that cause players' eyes to glaze over invariably. (IMO)
Feel free to bring up the cards you think should (not) be here...

>>Section 1: Effect is too weak (relative to time to resolution): Yes, the single player campaign should probably have some sort of card power progression, but it would be bad for the later stages of SP and for MP if there were very few actually playable cards.

-Dynamite: Somewat useful only in the currently OP self-damage deck, take a long time to resolve, meanwhile BCM may be countered by a shrewd opponent to nullify the effect. Also: I think you (the devs) should find another way to create a disadvantage than dealing damage to oneself, so that everything doesn't hinge on BCM et al.
-Flip Hero: *
-Mama and Son: *
-Nuna: *
-Oh!: *
-Slime: *
-Stick: *
-Saturnus: *, **
-Sam: *, **
-Motor Man: Mana sources are scarce (slightly less as of b03), and this card deals only 1 dmg per 2 tokens. To add insult to the injury, it is not guaranteed to attack your opponent.
-Horsegun: Clearly, to be worth it, you need to have at least one on the board, while playing (and activating) the other, to do dmg and put a copy in the deck. The issue is that there are only 3 copies, and they can be shuffled far apart. (Also, no other cards with the "Horse" tag exist)
-Heroism X: Too few (2) Ittle cards exist.
-Jealous Chest: You have to draw the card itself and an unlocking card before play, 2 turns for setup, 4 turns for activation. This very elaborate and delicate combo will most likely be countered easily.
-Aya: **
-Dark Lord: The opponent will activate any important inactivated cards in 2 turns.

*) also qualifies for too few arrows
**) Look at your own/opponent's deck cards are rather weak even after the buff. While they do provide enough information, with 5 random cards in your hand (that typically are specialized for some specific use), you don't have much of a choice over what to do. You can counter the opponent's cards only when they have already been played, because if you set up a counter for a card in their hand, they will simply play other cards (and they know what card's you've seen). Maybe cards that can put a specific card in your hand from deck would help.

>>Section 2: Too few arrows: I know, it should be a bit challenging to make a combo, but these cards can in practice only be played where they're immediately activated, otherwise they're blocked by the opponent at no cost. If you happen to draw these when you don't have the appropriate setup, too bad. (Also, they aren't powerful enough for activation by another card's effect to be worth it)

-Key
-Jenny Frog: (also, 2 turns to deal 1 dmg)
-Hype Snake: I think it's supposed to be an unblockable card activator? 1 arrow...
-Adwoa
-Alf
-Corruption
-Safety Jenny: 4 arrows, Raft is strictly better, you can play many better cards with the "Jenny" keyword (for Jenny Lemon)
-Tor

>>Section 3: ??? I seriously don't understand these cards, please enlighten me?

-Life preserver X: Usable only as connector, Space Nörd X is better for that and without drawback. The ability is a joke?

-Beautiful Creatures: Bob's Ship is strictly better except in self-damaging decks, where it still deals 1 damage, which is a poor use of a turn.

-Garden Gnome: Also strictly worse than Bob's Ship, as it conducts for 1 turn only (hey, what about cards that re-conduct nonconductive cards/prevent them from losing arrows in the first place?)

-Incredibly Ugly Statues: Might as well play Golden Ap. Frog if I want to just block a space?

TL;DR - Cards that need buffing; discuss
----
EDIT: removed Iji (see Bedinsis's post)
removed Centurion Turnip, Prince Hingst, The Biggest Fan (see .pxl | Haku's post)
removed Fishbun (see my post)
removed Jenny Blueberry, as now I see that it can be used as a connector, like Blueprint
reorganized the post to reflect the removal of many items

As of beta03, Dumped and Disillusioned Snake no longer belong here. Thank you for reading this, Haku!
Last edited by Matmor; Jun 30 @ 2:14pm
< >
Showing 1-7 of 7 comments
Bedinsis Jun 29 @ 11:28am 
Originally posted by matmor:
-Iji: You don't need a shield in 5 turns; in 5 turns you are already dead.

The strength of Iji is that it provides several arrows with which you can activate your cards upon placement. And it take so long to resolve that you'll be able to use it for that purpose for several rounds.

Originally posted by matmor:
-The Biggest Fan: Is it intended to activate other cards before losing arrows to nonconductivity? Because it doesn't do that.

I've managed to do precisely that. I wonder if it is the resolve order of the cards that determines it.
Originally posted by Bedinsis:
Originally posted by matmor:
-The Biggest Fan: Is it intended to activate other cards before losing arrows to nonconductivity? Because it doesn't do that.

I've managed to do precisely that. I wonder if it is the resolve order of the cards that determines it.
Just tried both playing The Biggest Fan left and right of another card with the matching arrow; doesn't activate it in both cases.
Matmor Jun 29 @ 11:45am 
@Bedinsis: I guess that while I myself wouldn't play it, it's not useless. I'll remove it from this way too lengthy list.

Edit: I meant Iji
Last edited by Matmor; Jun 29 @ 12:06pm
Bedinsis Jun 29 @ 11:51am 
Originally posted by mantidactyle:
Originally posted by Bedinsis:


I've managed to do precisely that. I wonder if it is the resolve order of the cards that determines it.
Just tried both playing The Biggest Fan left and right of another card with the matching arrow; doesn't activate it in both cases.
Just had Beautiful Creatures connect to Iji to which I connected The Biggest Fan. All three were activated. That was what I meant earlier, that The Biggest Fan can be used to activate cards, but afterwards it is useless.

I now realize that what you(plural) most likely meant was that it alone cannot activate another card.
Matmor Jun 29 @ 11:58am 
@Bedinsis: Exactly, and that's why Bob's Ship et al. are strictly better (as they can activate in a 3 card combo as well)
.haku  [developer] Jun 30 @ 2:49am 
Good thread!
It really helps!

--Centurion Turnip
Delay (turns to activate) carries over. So if you play a centurion and activate it then play another turnip next turn it would deal 2 damage the turn after that.

--Prince Hingst, Horsegun
I love both of these. Here's a deck from b01 I was playing: http://dump.haku.se/horsegun.png
Both Horsegun-formation and giving the other player the prince are fun tactics imo.
Also, Idun is a fun removal card, I wonder if making it a common (3 copies allowed) would make it too powerful?

--Hype Snake
I think it's fun. You got an activator card that jumps around the board, and you're almost alway mad at him for jumping to all the bad spots (he doesn't care though, he's ).

--The Biggest Fan
Might be bugged. I will investigate.
Placement is supposed to happen before linking, that way the arrows are removed before linking happens. So, you're not supposed to be able to activate other cards with it. The idéa is to silence him (he won't stop nagging me).

--Garden Gnome
Same as biggest fan, will double check if these cards work as intended.
Here you're supposed to be able to activate other cards, cuz when the non-conductivity hits, it's already been linked with and activated by other cards.

--Incredibly Ugly Statues
You can't move them off of your lawn, no matter how hard you try. (Ok, I guess an Alpha Strike will do the trick.)
Matmor Jun 30 @ 4:32am 
@.pxl | Haku: Thanks for the reply! Edited the original post accordingly.
Originally posted by .pxl | Haku:
--Prince Hingst, Horsegun
I love both of these. Here's a deck from b01 I was playing: http://dump.haku.se/horsegun.png
Both Horsegun-formation and giving the other player the prince are fun tactics imo.
Also, Idun is a fun removal card, I wonder if making it a common (3 copies allowed) would make it too powerful?
Oh, I didn't consider color switching!
In the image you posted, you played 5 cards (4 horse + rainbow ring) to do 6 damage. That is 1.2 damage/turn, not to mention you were lucky to draw the four right cards before the match ended (which happens very quickly now, see mantidactyle's post in Beta Update: Version b02). A lot of cards/combos can do better than that. Maybe you could add some more cards with the "Horse" tag?
Idun, while fine, is a bit on the weaker side. I don't think 3 copies would make it overpowered, you might want to try it out in the next patch!

Originally posted by .pxl | Haku:
--Hype Snake
I think it's fun. You got an activator card that jumps around the board, and you're almost always mad at him for jumping to all the bad spots (he doesn't care though, he's :woo::hype:).
Yeah, it's crazy fun, but I don't think adding 1-2 arrows would make it unfun, would it? :P

Originally posted by .pxl | Haku:
--The Biggest Fan
Might be bugged. I will investigate.
Placement is supposed to happen before linking, that way the arrows are removed before linking happens. So, you're not supposed to be able to activate other cards with it. The idéa is to silence him (he won't stop nagging me).

--Garden Gnome
Same as biggest fan, will double check if these cards work as intended.
Here you're supposed to be able to activate other cards, cuz when the non-conductivity hits, it's already been linked with and activated by other cards.
I didn't know silencing a card reverses arrow loss. We should already make a wikipedia of silly and not-so-silly tricks in CCN2!
I think there's no need for fixing it, it works properly: Both cards activate the other cards if they are the third connected card. Neither does if it isn't the third connected card. (And then The Biggest Fan activates itself)
I'm removing TBF, but not Garden Gnome. Playing a silencing a card definitely isn't worth it to have a "connector" that lasts just 3 turns (just 1 turn longer than Bob's Ship).

Originally posted by .pxl | Haku:
--Incredibly Ugly Statues
You can't move them off of your lawn, no matter how hard you try. (Ok, I guess an Alpha Strike will do the trick.)
Blocking the opponent isn't worth so much effort. As I said, one might as well play Golden Frog and hope the opponent has an Apathetic Frog deck.

-------

Oh, I tested a bit and realized that in the text on Fishbun '... transform this card into Fishbun Pileup and remove it.', "it" doesn't refer to the Fishbun (Pileup after the transformation) card itself (meaning it would remove itself after the transformation, making it useless), but to the card that was played and triggered the effect.
This is ambiguous IMO. You might want to reword Fishbun.
Last edited by Matmor; Jun 30 @ 5:56am
< >
Showing 1-7 of 7 comments
Per page: 15 30 50