#Electric Jokers

14 messages · Page 1 of 1 (latest)

kind ether
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Charged - Enhancement
+120 chips, enhancement lost when scored.

Thunderstorm - Spectral
Makes all cards held in hand Charged

Receptacle - $5 Uncommon
Makes 2 random cards Charged after each hand played

Ammeter - $4 Uncommon
This joker gains +4 mult when a Charged card is played. (Currently +0 Mult)

Substation - $7 Rare
Charged cards have a 1 in 3 chance to not lose their enhancement

Inductor - $6 Uncommon
For every Charged card played, make another card held in hand Charged

Battery - $6 Rare
Guaranteed to draw charged cards from deck on first draw

Wye Transformer - $7 Rare
Charged cards now give +208 Chips

forest pumice
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There is a bit of an imbalance of jokers that synergize with charged cards and ways to make them. They can only be obtained through one joker and 1 spectral card and don't last long. Capacitor is particularly bad here, in what scenario do you have enough thunderstorms stacked that you need a joker to draw them to your first hand. If you are unlucky, you could do an entire run without seeing one.

mossy ember
kind ether
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Yeah go nuts actually

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I'd love to see my ideas on the field

mossy ember
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bet

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the mod is called 'Carrot's contributions'

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kinda wip

kind ether
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Bumping for more input

kind plinth
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Receptacle and dual receptacle don't need to both exist

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Id say choose one, preferably Dual

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Ammeter is cool, and Battery is very intriguing

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I'd change Substation to "Charged cards have a 1/2 to not lose their enhancement" and it keeps the theming intact

kind ether
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Plus, extra synergy with battery on that one