#High Junk Synergy Cards

1 messages · Page 1 of 1 (latest)

high stone
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Ideally, these cards would be for decks that want to have a bunch of junk (say 10+) in their deck. The first is a bit useable for any deck that has junk in it, the rest are more high junk pay off. Probably a bit unbalanced but are mainly to get the idea across.

Junk Hoard
Effect: Pull all junk from deck (not discard) to hand. Trash.
Purpose: Fixes hand to enable high junk cards. Enables recycles cards so they are not just dead in hand sometimes. Trash just makes it feel less janky and better in lower junk decks.

Shrapnel Storm
Damage: 1
Effect: gains fury for each junk in hand.
Purpose: a repeated strike card good at removing block, applying statuses and procing mini mika if charmed with the weak charm all contingent on the amount of junk.

Scrap Shot
Damage: 0
Effect: deals +2 for each junk in hand.
Purpose: A high damage, single target nuke contingent on the junk you have.

Junkpile
Effect: Recycle all junk in hand to Summon Junk Heap
Purpose: To create a HAUS of a unit at the expense of getting rid of you junk.

Junk Heap
Unit type: Summon: losses 1hp/action
Health:1 (for coding purposes, ideally 0)
Attack: 0
Effect: I gain health and attack equal to the amount of junk recycled this battle.
Cooldown: 4

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Another Idea: Junk Factory
Unit type: Clunker
Scrap: 3 (2?)
Effect: Trash 1, Hogheaded.
Cooldown: 1
Purpose: Junk generation, Hogeheaded added to make it have a drawback and maybe some funny political statement or something. shrug

jagged nebula
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Some pretty neat ideas, though often enough items like Bom Barrel & Proto-Stomper as well as Scaven, Folby and even the Leader if their ability is "Trash 1" often produce enough Junk to satisfy heavy Junk synergy.

Oh and btw I'd make it so Junk Pile has no attacking stat at all because the logic isn't there; realism- & gameplay-wise.

jagged nebula
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Oh yeah, definitely that

high stone
# jagged nebula Oh yeah, definitely that

Eh idk. Having no attack kind of disincentivizes the card then. You have to give up all your junk meaning all your recycle cards are now useless and other junk synergy cards are also impacted. Additionally, having a health and not scrap unit means it’s less effective as a blocker. Furthermore, creating an Hp tank that doesn’t do anything isn’t that good in this game due to aimless, barage, spore, and late game boss cards. Thus, having a lot of attack on a comparatively low cooldown is the draw. It can tank but not too well, I can nuke things but is not too broken (imagining scenarios for ~8-12 junk) as it can’t apply things nor comes in with fury meaning you have spend resources on top to achieve this and finally it buys you time to amass more junk.

jagged nebula
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I mean like its trigger not counting as an attack because Teeth and Smackback exists and... It's a heap of junk.

high stone
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I am not following sorry

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Junk Pile summons Junk Heap. Like the Jun Jun mask summoning Jun Jun. Junk PIle does not do damage but summons a construct called Junk Heap whose stats are based on the Junk recycled.

jagged nebula
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Yeah, and it doesn't really make sense for Junk Heap triggering after its countdown reaching 0 to hit opponents since

  1. It's just a heap of junk
  2. It being able to hit and trigger enemies with Smackback and other on-hit abilities would be pretty detrimental.
high stone
# jagged nebula Yeah, and it doesn't really make sense for Junk Heap triggering after its countd...

But its a construct. A golem like creature.... its just called Junk Heap. What's the point of getting rid of your junk for an hp wall that does nothing? Like I said above, you are getting rid of alot of your junk just to make the card. What's the pay off then? Something that sits around and does nothing? Smackback can't be placed on a **summoned **unit since their is no card that gives in smackback, and teeth require charm (can't be placed), Tusk or another shademancer cards since teeth is exclusive to them.