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Legendary Super-cards

PostPosted: Sun Jan 29, 2017 6:55 am
by Captain dungeness
We've been looking through the last 7 months of suggestions (so far) and there are a few suggestions that follow a pattern so I thought it would be best to re-present them here with a few tweaks. I call them "Super" cards because they are legendary versions of already existing cards except enhanced to legendary levels. Usually I like to see legendary cards with new features but for these cards they are simple but they expand certain strategies that I find interesting.

Super Card Ideas:
Legendary Mindbar: "Chaos Shield" Maybe Exactly like a normal mindbar. Incredibly strong because it could be cast on top of a Mindbar to multiply defensive protection.
Legendary Purify: "Holy Purify": able to remove a random legendary spell (Serenity/Purify cannot) or normal spell if no legendary spell exists on target. 75% Piercing when removing a non-legendary spell.
Legendary Magpie: Choose which card(s) to steal OR "Great balls of Fire": destroy multiple cards at once.
Legendary Treasure Fleet: "Royal Fleet": Targets all fleets of a player. Crafting requires many many gold bars.
Legendary Advanced Piracy: Exactly like 5x Adv. Piracy OR "Extra Loot": 2x plunder gold

one new suggestions:
Legendary Favorable Winds: "Rule the Skies": can choose either +20% or -20% travel speed for target player's fleets. Lasts 1 week. Can be used in addition to FW or CTS.


NOTE: super duplicate, super death poker and super gris gris have all been suggested but those cards are all about chance and making a single legendary card that is equivalently 1 roll of random chance is worse than many rolls of random chance (even if those rolls are worse odds). The reason is because the sample size is so small and you could too easily get super lucky or super unlucky... I believe it's just better to leave those chance-type cards as they are.

What do you think about "Super" cards like these? Are there certain ones that interest you? Are any worthy of being made into a legendary card?

-Captain D

EDIT: fixed Chaos Shield URL link

Re: Legendary Super-cards

PostPosted: Sun Jan 29, 2017 7:19 am
by Donald Trump
I think Legendary Cards should be unique since we only have 20. I dislike the idea of any of them being more powered versions of already exiting cards.

Re: Legendary Super-cards

PostPosted: Sun Jan 29, 2017 9:24 am
by Grimrock Litless
"Legendary Mindbar: "Chaos Shield" Maybe Exactly like a normal mindbar. Incredibly strong because it could be cast on top of a Mindbar to multiply defensive protection."

Link does not work.

Just saying.

Re: Legendary Super-cards

PostPosted: Sun Jan 29, 2017 3:38 pm
by Shadowood
I think we should include some of these ( with the right recipe and restrictions of course).

It might not be a card you like but someone else might find it useful and they may choose to fill a slot of the hut with it. Let's put it in and each player can decide what they craft and don't craft

Re: Legendary Super-cards

PostPosted: Sun Jan 29, 2017 3:42 pm
by Stan Rogers
I like the legendary purify only, I think it should be serenity so it can target a legendary curse that is placed upon you. Hate to throw a legendary purify and it targets a fav wind or EIC rather than the legendary curse you trying to clean.

Like the Legendary Magpie suggestion !

The other legendary cards proposed, not so much love.

Re: Legendary Super-cards

PostPosted: Sun Jan 29, 2017 10:29 pm
by Haron
I think the "Legendary Purify" is based on a misunderstanding, since legendary cards could be cleared by ordinary serenity or purify.

Apart from that, I like a card that can steal a specified card. I also think the "legendary mindbar" would be a very powerful and useful card.

Re: Legendary Super-cards

PostPosted: Sun Jan 29, 2017 11:19 pm
by Shadowood
The subject of legendary card Not being able to be cleared by serenity or purify has been brought up a lot in the past. I believe CJ said that each card can have its own unique buffs, meaning some will and will not be affected by ordinary Purify/Serenity unless others wise stated.

My personal belief on the matter is that Legendary cards are going to be expensive to craft and should ALL come with some type of "protection". Maybe a 40-60% chance of not being able to be cleared. I know you are thinking, combine that with a mindbar and it would be OP, but usually you need to clear a mindbar first anyway when trying to clear voodoo...

Its just a thought, I am good either way, I just think for such "Legendary" cards, it should be harder to clear then just with a single purify.

Re: Legendary Super-cards

PostPosted: Tue Jan 31, 2017 8:09 am
by Haron
Another card in this category would be the "Legendary FFJ".

This card is identical to FFJ in it's effect (+1 danger per hour), but since it's NOT an ordinary FFJ, it can stack with 3 other FFJs. 3 FFJs plus this card will then light up a target every hour, rather than every other hour, which is what you get with 3 ordinary FFJs.

As for the serenity/purify discussion, my opinion is that legendary cards should be possible to clear with "ordinary" serenity and purify - unless otherwise specifically stated on the legendary card.

Re: Legendary Super-cards

PostPosted: Tue Jan 31, 2017 8:12 am
by Admiral Nelson
Haron wrote:Another card in this category would be the "Legendary FFJ".

This card is identical to FFJ in it's effect (+1 danger per hour), but since it's NOT an ordinary FFJ, it can stack with 3 other FFJs. 3 FFJs plus this card will then light up a target every hour, rather than every other hour, which is what you get with 3 ordinary FFJs.

As for the serenity/purify discussion, my opinion is that legendary cards should be possible to clear with "ordinary" serenity and purify - unless otherwise specifically stated on the legendary card.


-1. We do not need this.

Re: Legendary Super-cards

PostPosted: Fri Feb 03, 2017 4:46 am
by Captain dungeness
Shadowood wrote:My personal belief on the matter is that Legendary cards are going to be expensive to craft and should ALL come with some type of "protection".

+1 if you change "ALL" to "MOST"

I think Haron is right that not all of the legendary cards should be immune. Maybe we could make a new ability:
Resistant 65: 65% chance to resist Serenity and Purify
This way the level of resistance can be tweaked in small increments if a card is becoming overpowered.

John Avery, you said you don't need a legendary Fugi card. Wouldn't it kick a raid into double-time because you could plunder every hour instead of every other hour? If your target is already moving you can currently plunder right on the hour but the next hour you will be waiting for the danger to build up.

-Captain D