#No.10 Commando new effect suggestion
32 messages · Page 1 of 1 (latest)
But like, doesn't this kills the card out right. Like, i know you harbor hatred or what ever. But when redesigning something, try to make it at least somewhat good. This is just a very ass card that it is actually hilarious
You already removed the ability for Comms to end game via pings. And you gotta add a 1 time limit on top of that.
If you gonna remove the ability to burn, then I think the number it could trigger should stay infinite or at least a very high number like 10. If you are wanting to keep the burn and limit the number of usage instead then it should at least be around 5 or 6 to make this playable
Yeah no that kills it outright
how about "first three time give order each turn?" does it looks better?
but i think that it is necessary the damage can't deal to HQ, hum, you can't just rely on commandos to "capture" Stalingrad
Like Crusader
Just ping when it's a British order

muh, but most of the dealt damage by commando is from British order with card drawing effect, instead of ally order
Not really. The new card creates plan and the coin. Both are neutral
And then you have all the us orders
But i just the letting raid only spawn one would be a good start
!commando raid
Cards found: 1
Adjusting cost of course
they need to just put every commando into reserves
to be honest, why not?
that doesn't help lol
sure it nerfs like protected convoy but
oh wait
nvm, kinda valid
just rotate cup of tea and we're good 
I think cup of tea is real problem 1 health commando is easy to remove but it's really hard to get rid of 3 health commando
every time you play cup of tea it costs the enemy +5k to remove your commandos
Based on going from Tora to carpet bombing
My suggestion and rotating cup should be the dagger here against Commandos