November 22, 2024, 08:05:55 AM

Author Topic: DvN SPOILER: Devouring Jelly  (Read 17844 times)

patrickconnor

  • Guest
DvN SPOILER: Devouring Jelly
« on: October 07, 2013, 09:51:27 AM »

jacksmack

  • Legendary Mage
  • *****
  • Posts: 1073
  • Banana Stickers 19
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #1 on: October 07, 2013, 09:55:03 AM »
And the earth Wizard got a little stronger :)

Nice and cool and awesome creature!

Wiz-Pig

  • Sr. Mage
  • ****
  • Posts: 262
  • Banana Stickers 5
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #2 on: October 07, 2013, 10:37:56 AM »
This thing looks like it's going to be almost impossible to kill. It heals every time it damages a corporeal creature?! And it's attack is 5 dice plus corrode, and it's resilient. Between psychic immunity and uncontainable it sounds like there is literally no way to stop this creature other than killing it or putting a wall in front of it. The only real counterbalancing factor, and thank god for it, is that you aren't going to be able to attach Nature buffs to him.

This looks like a lot of fun.

ringkichard

  • Flightless Funpire
  • Playtester
  • Legendary Mage
  • *
  • Posts: 2564
  • Banana Stickers 18
  • Kich, if you prefer.
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #3 on: October 07, 2013, 10:53:41 AM »
Whoa! I'm just looking at it quickly, but is this a hard counter to Iron Golem? If it is, it's kind of a shame it's in arcane, but it's welcome anyway!
I can take the fun out of anything. It's true; here, look at this spreadsheet.

HomelessJoe

  • Full Mage
  • ***
  • Posts: 121
  • Banana Stickers 0
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #4 on: October 07, 2013, 11:36:44 AM »
Ring, you nailed it, 100% counter to Golem. This thing is amazing! First, great job on the artwork, really conveys the grossness. I'm a bit sad this will  cost 6 points for my non acrane mages, but with what it's got going for it, seems like a no brainer. With a wiz build, three of these on the board will be a fantastic thing indeed. 9+ two corrode with devour! Brutal. These bad boys are going to make such fantastic guards. Poor forcemaster.




sIKE

  • Playtester
  • Legendary Mage
  • *
  • Posts: 4172
  • Banana Stickers 18
  • Ugh
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #5 on: October 07, 2013, 11:40:47 AM »
The art on this card is awesome, the guy dissolving on the side of the ooze is creepy cool.

Looks like a nice conjuration buster to me. Plop it on top of a Wizards Tower or BF and watch them melt away....

They are strong but with no armor (much like the Earth Elemental - remember him) he will be focus killed real quick. Fortified Position would help in that aspect though.
  • Favourite Mage: Malakai Priest

DeckBuilder

  • Playtester
  • Legendary Mage
  • *
  • Posts: 666
  • Banana Stickers 3
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #6 on: October 07, 2013, 12:58:09 PM »
Wow. Great meta-changing card. Probably has the biggest impact of previews so far.

Resilient - why will Fortified Position help? (Acid Immunity vs. Corrode.) So 18 dice focus damage needed to deal 9 damage on average. That's alot. Unlike Regenerate 2, each Reconstruct 2 will be 4 more dice of attacks.

Psychic and Poison Immunity - these cards are now even more niche as more mages seem to have access to these linked immunities

Uncontainable (finally appears) - no Tanglevine, Force Hold, Stuck (Cripple is a Poison already), nice anti-control

Immune To Itself (plus Raptors ranged, Acid Ball) - this is useful as last action summon to first action attack your doppleganger is usually perfectly viable in the mirror match

Corrode - obvious Iron Golem bane, this makes Earth specialisation less special (thankfully), also makes armoured Wizard with a Shield on less persistently invincible (good)

Devour - this just Obliterates right, destroying recursion? Yeah, it's useful against Zombies of course

Level 3 Arcane - splashable as toolbox against high armour? And because it's awesome in any defensive Guard deck (my bad, see post below). As an Aberration, the Arcane school is the right school for it to be in (can come through the Gate). As tricksiness is needed to play it well which all Wizards have (Forcemaster pays triple). Still, I'd be very happy if it was the only new card Wizards got in this set (too good).

So resource costs = 3 or 6 spell points, 13 mana, full action
Base Stats = 5 dice attack + corrode, 18 dice resilience + 4 dice per attack it makes


Feels a bit undercosted....
But not panicking yet because, like Golems, it is Slow Nonliving (only Charge) but unlike Golems, it does not have Unmovable.

Forcemaster can just move it, even Force Pull from range 2 while ally gets at the thing it guards. And it can be Slammed after it is activated to guard (Surging Wave becomes even better) to bypass it. Unmovable is surely the real issue that Forcemaster has with Iron Golems?

It also does not have the Iron Golem's Burnproof. Expect a lot more Flame in the meta after the Druid arrives.

It is the ideal companion for the lonely Hydra, softening up the victim by corroding its armour before its Triple Strike. And during lulls with no threats nearby, it can always take a bite off its buddy to reconstruct, the Hydra can always grow it back (but not the scales sadly).

A very nice addition to the defensive control game (it's not for aggro though works in "Ooze Hydra Pit" abusing Teleport). Perhaps a bit too strong, but we shall see...

Question: if it only deals direct damage via its Corrode effect, does it Reconstruct 2?
« Last Edit: October 07, 2013, 01:34:49 PM by DeckBuilder »
It's all fun and games until someone loses an eye. And then it's just fun.

ringkichard

  • Flightless Funpire
  • Playtester
  • Legendary Mage
  • *
  • Posts: 2564
  • Banana Stickers 18
  • Kich, if you prefer.
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #7 on: October 07, 2013, 01:19:44 PM »
Not a good guard because it has only a Full Action attack, so can't counterstrike.

If this were an airplane, it would be a bomber. No good in a dogfight, but tough and very dangerous to buildings and any armor too slow to move out of the way.

This will melt Wall of Steel very quickly, and will soak a lot of attacks from Wizard's Tower, I bet.

Sort of a shame Iron Golem didn't come with acid +2 the way Wall of Steel did. Oh well.
« Last Edit: October 07, 2013, 01:27:03 PM by ringkichard »
I can take the fun out of anything. It's true; here, look at this spreadsheet.

DeckBuilder

  • Playtester
  • Legendary Mage
  • *
  • Posts: 666
  • Banana Stickers 3
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #8 on: October 07, 2013, 01:22:46 PM »
Not a good guard because it has only a Full Action attack, so can't counterstrike.

Oh wow! I totally missed that! Very nice, my fears of it being overpowered are suddenly calmed.

That's amazing. What an incredibly clever creature concept. This is purely for trap-setting.

Good spot!
It's all fun and games until someone loses an eye. And then it's just fun.

DeckBuilder

  • Playtester
  • Legendary Mage
  • *
  • Posts: 666
  • Banana Stickers 3
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #9 on: October 07, 2013, 01:41:53 PM »
This will melt Wall of Steel very quickly, and will soak a lot of attacks from Wizard's Tower, I bet.

Another nice spot. Finally a reason why Wall of Steel seems so undercosted just 1 more than Wall of Stone (which Golem Pit plays only because 2 Stones cost crucial 14 mana).

Yes, you're totally right, this is your carpet bomber against conjurations, a very Slow walking version of Akiro's Hammer (both great against Druid's plentiful conjurations). But it only Reconstructs when it tastes corporeal creatures. If it Reconstructed on anything Living (creature or conjuration), it's more intuitive but probably be broken against Druid. I dislike the purely mechanistic difference between living creatures and living conjurations.

I'm still in shell shock they created a Slow Nonliving creature with only a Full Attack. You can't get more telegraphed than that. Awesome!

Along with Rooted, they're developing the game more into a boardgame's "Territory Wars". Which is good.
« Last Edit: October 07, 2013, 01:56:10 PM by DeckBuilder »
It's all fun and games until someone loses an eye. And then it's just fun.

HomelessJoe

  • Full Mage
  • ***
  • Posts: 121
  • Banana Stickers 0
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #10 on: October 07, 2013, 02:11:40 PM »
Ahh good catch on full action. Not quite as powerful as first thought. 13 mana is still pretty darn cheap though. Initially I thought they would be good for destroying spawnpoints/towers etc, but without the regen ability, I think they would go down fairly quickly, even with resilient. Zone control is probably the best strategy for these, as said above.

Cnoedel

  • Full Mage
  • ***
  • Posts: 149
  • Banana Stickers 0
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #11 on: October 07, 2013, 02:26:40 PM »
I like this oozy little fellow and i can't wait to play him :)
"I close my eyes and seize it
 I clench my fists and beat it
 I light my torch and burn it
 I am the beast I worship..."

DTHGRPSBWR

http://absurdurbannihilist.tumblr.com/
my blog.

Kharhaz

  • Playtester
  • Legendary Mage
  • *
  • Posts: 2109
  • Banana Stickers 7
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #12 on: October 07, 2013, 03:11:28 PM »

Question: if it only deals direct damage via its Corrode effect, does it Reconstruct 2?

No

If it rolls an attack and it is either negated by armor, or rolls all blanks. His attack does not connect and "misses" which would not trigger his ability.

Corrode tokens generated by the ooze are not considered "dealing damage from his attack". They are there own damage source.   

HomelessJoe

  • Full Mage
  • ***
  • Posts: 121
  • Banana Stickers 0
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #13 on: October 07, 2013, 03:21:40 PM »
Hmm, Kharhaz thematically that just doesn't make sense to me based on the ability. Corrode effects armor, so I would have thought that if you rolled attacks but all were blocked by armor, the effect would still trigger. Obvioulsy if you missed entirely then that wouldn't make sense. I'm glad the question was asked, I would have played incorrectly.

It does make sense that he wouldn't be able to regen from a corrode only attack though.
« Last Edit: October 07, 2013, 03:23:36 PM by HomelessJoe »

ringkichard

  • Flightless Funpire
  • Playtester
  • Legendary Mage
  • *
  • Posts: 2564
  • Banana Stickers 18
  • Kich, if you prefer.
    • View Profile
Re: DvN SPOILER: Devouring Jelly
« Reply #14 on: October 07, 2013, 03:53:06 PM »
It's really unlikely anyway. The ooze  would have to roll 5 blanks against 0 armor, or exactly 1 regular damage against 1 armor, and also proc more corrode than the target has armor.

Kind of odd, though, that the damage that comes instead of a corrode token from an attack doesn't count as part of that attack. I'm going through my mind trying to remember if there are any other similar abilities in the game yet, and I can't think of any, so this is almost certainly the way to handle it that doesn't risk conflicting with other rules.

I guess we'll have to see the final rules. I feel like a kid right before christmas!
« Last Edit: October 07, 2013, 03:58:23 PM by ringkichard »
I can take the fun out of anything. It's true; here, look at this spreadsheet.