Artifact rework using armor

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Hi all,
It has already been mentioned in the past but just got brought back as a possibility in another thread, with the coming of Iron Judgement reintroducing armor.
I really believe that artifacts could use armor to cancel their binary existence and make the game healthier and offer more possibilities with them.
Artifact removal (especially units) could still be a thing and get an alternative, row dependent ability, which would also serve to use rows more, however, artifacts would be destroyed when their armor reaches 0. It would be kind of like durability of the artifact. One could then choose to spend damage to gain point value or to destroy artifacts, which give value over time. It would even open new possibilities, like making shield and spear dependent on their armor count.

Here are some suggestions:
-Summoning circle, black blood, petri's filter, frightener, cadaverine and some others could have armor = provisions or individual values to be determined
-Traps could have one armor value identical to all (5?)
-Some wouldn't matter unless changed, the deploy effects ones (tesham sword, scepter of storms...). Some of them could actually be improved, like the scepter of storms, something like 'refresh ability when a weather effect ends, armor 4'

-Ale of the ancestors: either give a lot of armor or bring provision down, it's already not that used/bad as is.
-Portal: add a deathwish: damage adjacent units by 2, or shuffle units back into deck
-Sihil could go back to cooldown 1
-Hen Gaidth sword could have 'Armor 2. Order, zeal, damage an enemy unit by armor count. Deathblow, spawn and play it.'
-Shields and Spears: remove charges, give armor 4, cooldown 1, order: boost/damage unit by 1 and loose 1 armor. They could get added value if you give them armor
 

Lexor

Forum veteran
Why not just have more player friendly artifact removals and actually use them if artifacts are in meta?
 
Because it just adds a separate dimension to the game, where most of it (all of it before artifacts) was done using damage/boosts. You will always have artifact removal cards that will only be useful against the decks using artifacts, and just taking space/provisions against the ones that don't.
The best double effect card that was Ida and it has been changed so I guess it's not in any near future plan to add more of those... Fake Ciri is ok but not that useful. Monsters have Nithrall, that is still a 5 strength for 6 p and has the (useless) dominance additional ability. Warmonger, Sappers, Tunnel Drill and Iris are very specific and it's frustrating to have to put one of these 'just in case'

Moreover, even if most decks tech one (rarely 2) artifact removals, you still have the issue of artifacts heavy decks that you just can't really handle...
 
But that would just make artifacts 0 point units on board, and they are supposed to be different

Artifact removal should be more accessible

I would change your idea just a little bit tho: Instead of destroying the artifacts when they lose their armor, they get weakened effect
 
Yes, giving armor to artifacts is the perfect solution if artifacts are kept in the game. Please remove other binary stuff as well. As you can't tech against everything, these binary mechanics only aggravate the rock-paper-scissors problems and are therefore bad for the game. Shield - useless against pinging, a complete joke against SY. Poison - bye bye big unit decks. Immune - even lamer than artifacts. Locks - No, these are fine. For locks it actually makes sense as locks are in itself binary.
 
But that would just make artifacts 0 point units on board, and they are supposed to be different

Artifact removal should be more accessible

I would change your idea just a little bit tho: Instead of destroying the artifacts when they lose their armor, they get weakened effect
They can have stronger or more diverse effects than units. But also, that would mean that to destroy them, you'd have to invest damage points not to get direct value so that would actually make it less 2 dimensional.
And again, that doesn't mean that 'destroy artifacts' should disappear, just like you can damage or destroy units for example. But giving them alternative abilities would also be good just because the game needs more of those imo
 
I like the idea with artifacts having a barricade effect. It would keep their general undestroyablity but would still allow enemies to disarm them. And it would make some artifact cards a lot more intersting as those can give armor back. Thus, it would be a lot less binary than just being able to destroy artifacts in a regular way.

Also, it would allow traps to have all the same armor, without making the high provision ones too weak or the low provision ones too strong.
 
So, Artifacts are cooled and actually in an OK spot now, so lets rework them again and see how this goes.

Nice. :smart:
 
What is problematic is that Artifact removal has way more drawback than gain - it is actually effective only against ST Traps, (maybe) the Ale card and said Summoning Circle. There is one good Artifact Removal card and it is in ST. Everything else is scary to run ATM.
 
I agree artifacts need rework.
The increase in the cost of artifacts simply hid the problem but did not solve it.
 
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