Ideally balanced cards

By Protoaddict, in UFS General Discussion

So I have got to thinking. We here a lot of take about cards that are unbalanced in this game like defender, rejection, F spike, LOTM, Owlface and more, but what is the idea? I wanted to try to post some examples of cards I think are completley perfect, in that they are balanced, fun, interactive, competitive, and more. Cards that dont see play only because the "broken cards" do. Heres a few cards I think are prime examples of balance for thier theme and in a void at least are what we should strive to have all cards be:

Multiple attack - Melancholic Mecurius: This attack has it all, but none of it is too good. In an enviroment without broken momentum gen it's a solid finisher in the later turns, never useless, a block, and has interesting interactions with itself. Do you block the first easy attack and rish the faster ones comming at you with damage pumps, or do you hold out and risk blocking the faster ones? Coming up with the next set it can also be played as a mid block against other ranged attacks but also be blocked as such.

Utility attack - Shadow Blade: This card literally does 5 great things. It's a big stun, a reversal, balanced foundation control, a block, and a solid attack. It's not enough to be the only attack you run, but its worthy of the 2 check to be certian.

Spam Foundation - Loving Devotion: 0/6 makes it a spam foundation, but in exchange your getting a situational ability that will not be used as much as other foundations and no block. Early game they are solid but mid to end game they start becoming a liability and its that double edged sword effect that makes this card balanced.

Utility foundation - Will for the fight: Solid numbers, a block, be it a iffy one, an ability that you can always use, and a protection ability that can offer solid protection make this card ideally balanced. Against Discard based decks it's massively powerful, but against non discard decks it may have been better suited to be something else, but it's the fact that it's never truly a wasted card make it balanced and a solid include to any deck with its symbols that run attacks.

Damage Pump - You can't escape: It's an action that can provide a suprise damage pump to your attacks, but at a soild cost as it will really only be finisher level effective with 5+ attacks in your card pool. It's an action that promotes playign multiple attacks in a turn, but can easily backfire if you miss your check. Having a block means it will never be wasted in a deck slot, but often times it will come up early when it's a dead card in hand and a foundation would have been better.

So these are some cards off my list that i feel are shining examples of what the games cards should strive to be. What do other players think as far as these cards or other ideally balanced cards?

I would say that A Beautiful Nightmare is a good example of a balanced card. 3/4 with no block and it has to destroy itself for its cost, however the tradeoff that you get for that is the opportunity to knock off one of your opponents tech foundations before it ever hits the board. In combo with foundation destruction and/or yoga adept, you get the chance to choose your opponents board even more than any olcadans user ever could. Not that you wouldn't be using olcadans as well.

For people who can't afford the big money finishers, Melancholic Mercurius is absolutely amazing. Severely underrated card; probably one of my favorites in B3. One note, though: it tends to shine best with characters like Zi Mei and Temujin, who have built-in, cheap costing damage pump effects printed right on them.

My personal vote goes to Inhuman Perception. This is what Addes Syndicate (or even response negation period) should have been from the start: cheap to play and use, but only shot per copy. This is one of those cards I feel should stick around for the next couple of blocks, though I admit I'd probably prefer a version without Air and/or Earth.

I happen to think that (if you can find the bleedin' thing) Spinning Beat's a balanced card.

Effectively 8 difficulty (1 more than Feline Spike, which all multiples must invariably be compared to).

Requires non-throw attacks to be played in the deck beforehand.

No block.

3-check.

Theme-driven ability to enhance regular big-ness of the attack.

CAN be stopped by multiple-discarders (again, Feline Spike).

I like Eternal Rule!

Good damage and speed pump for the big attacks

And it destroys itself to pay the cost

Not too shabby in my book!

Beginner's Luck/Green, Ryu's Tatsumaki, Self Made Man, Blade Nail (won with that so many times before people got good)

Vagabond Aeon said:

My personal vote goes to Inhuman Perception. This is what Addes Syndicate (or even response negation period) should have been from the start: cheap to play and use, but only shot per copy. This is one of those cards I feel should stick around for the next couple of blocks, though I admit I'd probably prefer a version without Air and/or Earth.

It sure helps earth fight those grey wars we all love so much.

I personally like trapped in a nightmare, like it's not super brutal, but the stats are right and the ability helps in most situations...

I'll definitely agree with Self Made Man and Trapped in a Nightmare.

Personally, I'd say Rigorous Training. Good stats (0/4), a block, Breaker (good or bad?), and two good abilities. However, one has a very high cost and restriction (foundation side), and the other is restricted to only being playable during attacks (action side).

Also, Misdirection.

Second on Misdirection, man that card was fun. The last time I used it was in ye ol' Concealed Shallow Swipe deck, but still =P

I'd think to say Impetuous for what it did. It didn't cancel anything just traded away cards for cards. as 4/5 foundation I think it was relatively fair...

I'm still missing Spin Knuckle though 3/3 for 2M4 with a pitch three your opponent discards 2. It's more than fair.. And solid to boot.

Ah Misdirection <3 in my sagat deck :P

Light on one's feet compared to for example bitter rivals.. Light on one's feet is more balanced since you need to guess and also pretty good to use in defence. But bitter rivals is just bleh. Okay show me your hand, pinpoint your attack after their hand or discard their keywords. In my playgroup that isn't that developed yet we hate bitter rivals xD it's pretty powerful for an uncommon card

Morning Demon said:

I'd think to say Impetuous for what it did. It didn't cancel anything just traded away cards for cards. as 4/5 foundation I think it was relatively fair...

I'm still missing Spin Knuckle though 3/3 for 2M4 with a pitch three your opponent discards 2. It's more than fair.. And solid to boot.

Spin Knuckle was actually a bit ridiculous with Nakoruru, and man would it be broke today with all the card drawing out. Those were simpler times before people had answers to Soul Power...

Spin Knuckle->Shoulder Rush->Tiamat's Rampage.

In my mind, that was The Big Three back in Block 1. Hand eating, Shoulder Rushing, Rampage on your ass...ing.

On subject. Burning Knuckle. Underrated as hell. Seriously good.

burning knuckle was great.

reverse burning knuckle with burnig knuckle=good times.

aaaaaaaahhhhhh not burning knuckle i ment power dunk sad.gif but still burning knuckle is good and so was power dunk.

HolyDragonCloud said:

On subject. Burning Knuckle. Underrated as hell. Seriously good.

Well, it saw a lot of play here and was a chase rare. I actually found it quite unbalanced, specially in order decks that recurred it over and over, looping you will not escape too. Blocking Clones with Burning Knuckle = ouch