New Bellringer Archetype! - Final Notice V0.2.8


Medium Update

(We're rolling with that now!)

New Preset Deck: Bellringer

The Bellringer is built to ramp itself into high mortis values very quickly, then have it's cards scale off of that mortis increase or, alternatively, cheat out a victory by swapping it's mortis value with the boss. It's a form of aggro that's based in an explosive increase to your own ability to play cards, instead of popping off with a certain combo set, like how Enforcer might play. It's still in it's tweaking phase, so make sure you fill in the feedback form after picking up the game HERE to tell me what needs tweaking.

The New Cards

Starting with the Bellringer's core few:

  • Bell Toll - 0 mortis requirement - Gain 10 mortis, draw 2 cards. If above 33 mortis, draw 3.
  • End Toll - 90 mortis requirement - Boss gains 15 mortis, reaper draws 2 cards and loses 10 mortis.
  • Pain Toll - 0 mortis requirement - Reaper and boss both gain 15 mortis. If the reaper is below 20 mortis, they gain 10 more.
  • Reverberate - 5 mortis requirement - Add all 'Toll' cards from your discard pile back to your hand.
  • Deafening Toll - 0 mortis requirement - Gain 10 mortis, stun the boss. If above 33 mortis, the boss also gains 10 mortis.

The core idea of this set of cards is to make the Bellringer's main strategy to ramp itself into higher values where it's cards gain extra effects that are much stronger than normal. The cards themselves, due to their ramping, could be used sparingly in deckbuilding to provide high value ramp cards that also have a stronger effect after reaching the given value. However, it lacks the safety in cards like 'Stretch Goal' due to it giving no return on the increased mortis - you're stuck with the new mortis figure you've put yourself at if you've no other cards to help you stabilise.

Finally, the new cards added to Enforcer

  • Monkey's Paw - 0 mortis requirement, 10 cost - Flip a coin. On loss, discard a card. On win, tutor a protocol.
  • Trade Deal - 0 mortis requirement, 10 cost - The boss gains 10 mortis.

These two are here to try to help Enforcer do something a little earlier, as well as get it's bombo of Frenzy Protocol and Soul Chain a little more consistently. The key here is that both Soul Chain and Frenzy Protocol are typed as "protocols" - meaning if you land lucky and have a Frenzy Protocol in hand with a Monkey's Paw, you could reasonably pull a Soul Chain from your deck and just start chaining off. However, I've had it at least a few times now where I've gone for that line, only to gain 10 mortis and discard one of my combo pieces. So the monkey's paw curls...

As for Trade Deal, it compounds with the increased additions of Stretch Goal to try to give Enforcer a little more to do early, while not being as self-exploding as the Bellringer's lines -  after all Frenzy still costs quite a bit to keep up without some cost reductors.

Lastly, thank you to one of the playtesters for this shit

Riiiiiiiiiiiiiiiiiidiculous.


Till next time!

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2 days ago

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