#Updated Grovetender Tribe concept

1 messages · Page 1 of 1 (latest)

worthy yoke
#

I posted this idea a while ago, and I've updated it a bit since then. I wanted to see if anyone might have any more suggestions on it.

https://docs.google.com/spreadsheets/d/1Ztjn_jmQzAcom5xe3x46MDVCkxu3duGjwVKmgQWeXW0/edit?usp=sharing

royal elbow
#

I love this idea but I think the effects need a rework. Sweet and Tart are already in the game, just without the names. Glory is honestly damn good, though. I also think the sprouts concept is cool but I find it a bit convoluted. Maybe it’s just me, but I don’t really understand how it’s supposed to work with all of the effects that state “replace this with X”. Overall though, I think this is a pretty interesting concept for a new tribe.

near ermine
#

Didn't think I'd ever read a google docs about a fleshed out tribe concept, but it's very promising!

spring dagger
#

I can see how shroom could be tartlike but sweet?

royal elbow
#

Maybe I’m misunderstanding the effects. Are these counters applied to other cards or are they card effects?

spring dagger
#

I understood them as applied to other cards.

#

Like the barrage tart 3 lady inflicts 3 tart on foes

#

but I'm not the op so

near ermine
harsh matrix
#

sweet/tart are clever and simple, but I'm worried that sprouts are just too slow as a mechanic

#

like right now you play gerania, wait six turns, get a silverapple, spend a turn playing it, get a seed, spend a turn playing that, and then wait through three redraw bells, all to heal 3*frenzy HP and get two more silverapples

#

or you could just spend one turn playing a pinkberry juice and heal 4 HP instead?

#

I feel like people would just use sprouts as chump blockers for quick value instead of going through all that effort to get a self-sustaining effect