Improvement to Ancient Foglets?

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Improvement to Ancient Foglets?

I have been playing with Ancient Foglets lately and noticed that it boosts by 1 whenever there is a Fog on the board, though if 3 Fog is on the board, the Ancient Foglet would still boost by 1, so to improve, could Ancient Foglets boosts by 3 for how many fog is on the board.

Example: If there is a Fog on the board, boost by 1, if a second Fog, boost by 2 instead, and if a third Fog then boost by 3.

To add: Make Ancient Foglet a 8 STR Bronze unit with this new ability.

Wouldn't this make Ancient Foglet more playable and competitive within Rankings, and PRO Ladder?

Regards,
byExeplar

:yes:
 
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I don't really think that Ancient Foglets need a buff, but Fog just needs a lot more units synergizing with it. But the suggested buff won't hurt, as hard to achieve as it is.
 
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byExeplar;n10796761 said:
I have been playing with Ancient Foglets lately and noticed that it boosts by 1 whenever there is a Fog on the board, though if 3 Fog is on the board, the Ancient Foglet would still boost by 1, so to improve, could Ancient Foglets boosts by 3 for how many fog is on the board.

Example: If there is a Fog on the board, boost by 1, if a second Fog, boost by 2 instead, and if a third Fog then boost by 3.

Wouldn't this make Ancient Foglet more playable and competitive within Rankings, and PRO Ladder?

Regards,
byExeplar

:yes:

No, because your opponent is loosing 2 points per round and you gain 1 point per round, so total 3 point advantage per round, thats not bad. If you have more Foglets, that increases to 4 and 5 per round. The card is also out of range for Thunder or Viper Witchers, so thats another advantage. If anything there needs to be more units to interact with Fog. Similiar how it is with Frost.
 
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I think they'd need to change the units power to balance that sort of play.... as others have said, fog could use some more synergies, current max fog per deck is 7 (also requires 1 leader, 1 gold, 2 silver, and 3 bronze slots) and the only other thing that works with it is foglets... OTOH it does more consistent damage than frost/drought
 
151Huntsman;n10799341 said:
The card is also out of range for Thunder or Viper Witchers, so thats another advantage.

To add: Make Ancient Foglet a 8 STR Bronze unit with this new ability. What do you think?

Regards,
byExeplar
 
Foglet rework
Foglets currently lack far too many units to make a fitting archetype, and also a theme, except being just another weather archetype.
Currently, Frost resolves around dealing as much damage against single targets as possible. Blood Moon on the other hand doesn't necessarily want to kill its enemies, but just get as many under Blood Moon as possible.
The current Foglets already have a niche that is distinct from both other weather archetypes, by the player profitting himself, if Fog is on the other side. Foglets are summoned and Ancient Foglets get boosted.
Therefore it makes sense to increase this thematic for new Foglet cards. Lorewise we also know that Foglets are hard to target since Foglets can take on immaterial form in Fog. So, it would make sense to give them the ability to become Immune, if the opposite is under Fog, as a common theme.

Bronze cards:
-Foglet Illusion (4): Whenever you apply Fog to a row, Summon a copy of this unit on the opposite row. Deathwish: Disable the Immunity all other bronze Foglets on the row.
Basically the ability of the current Foglet on a different unit. Foglets were able to create illusions of themselves, which could be attacked but by doing so the Foglet himself became revealed. Therefore, the Foglet Illusion is the only Foglet that is not immun if the opposite row is under Fog and furthermore makes other Foglets targetable, too.

-Ancient Foglet (7): Boost by the number of Fogs on the board at turn end. If there is Fog on the opposite row become Immune.
Now, the Ancient Foglet is able to boost by more Fogs at the same time. Thanks to the conditional immunity he can't be killed that easy.

-Foglet(5): Apply Fog to an enemy row with more than 4 units on it. If there is Fog on the opposite row become Immune.
Allows the player to use more Fogs, but with some setup. Due to its condition it avoids that the player just permanently spams Fogs, instead it has to be either used with movement cards or to reapply Fog to a row where it has been cleared.

-Foglet Lurer (9): Move 2 enemies into Fog. If there is Fog on the opposite row become Immune.
No point in running away for enemies.

Silver:
-Ignis Fatuus (8): Damage a random enemy by 1 on each row under Fog on turn end. If there is Fog on the opposite row become Immune.
This card is basically just a different verison of Ancient Foglets but with damaging instead of boosting, such that it won't become an easy scorch target. Also, the immunity isn't disabled by Foglet Illusions, such that the Ignis Fatuus can only be killed after clearing the weather. As the goal of a Fog deck shouldn't be to kill enemies, but just to damage them overtime, the effect is random.

-Tangalore (5): Deal 1 damage to each enemy with the same power as this unit on turn end. If there is Fog on the opposite row become Immune.
Another silver engine for Foglets, which doesn't specialize in killing enemies, but just damaging them. Due to Fog constantly dealing damage to the highest unit, it should be possible, to hit quite a lot of units over the game.


What do you think about these suggestions?
 
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byExeplar;n10800521 said:
To add: Make Ancient Foglet a 8 STR Bronze unit with this new ability. What do you think?

Regards,
byExeplar

Do you want Foglets to be removed by Thunder or Viper Witchers? Then ok. I personally wouldnt change the card, but I am not an expert, so what do I know? :D As I said Foglets would benefit from new cards that would interact with Fog and Foglets specifically.
 
151Huntsman;n10836531 said:
Do you want Foglets to be removed by Thunder or Viper Witchers?

Ancient Foglets would get removed by Viper Witchers and Thunder anyway even at 10 STR :D So having it at 8 STR would not make any difference either way...
 
Ancient Foglets feel fine really. They are a 10 point play, so difficult to remove.
Once their counter starts ticking it adds up. Getting triple fog on the board is harder than you think.
 
Not much point in changing the cards now, is there? They are all going to get changed with Homecoming.
 
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