Shupes bizzare adventure needs some work

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Shupes bizzare adventure needs some work

First NR defnitly needs that reshuffle medic back now lets get to the topic.


"Shupes bizzare adventure is a card that puts constraints on you but if you follow them it lets you reap big rewards. Getting value out of this is a decent bit harder than out of Ciri:Nova so the fact that Shupe can let you shop for the answer you need makes up for it."
This is the idea that i have in mind when writing about the changes and effects of this card. All the changes im suggesting will boost the modes to great or good. Explanation in the rating scale.
I also wanna be clear i love the card and the unique modes it has but some just need adjusting so dont take the critique personally ;)

The changes needed are here the effect analysis is down under:

Overall the card is to random in getting you the modes you are looking for.

Optional Change:
Cutting one of the bad effects from every mode would certainly help a lot already but some other changes need to be done too. If maintaining all unique effects of the card is a goal then at least one good effect should always be in your choice of 3 and only 2 be random. This adds a lot of consistency to the deckbuilding and helps making choices.

The modes to cut if willing to:

Warrior mode: Kill all enemy units with lower tha 4 power
Mage mode: Spwan hazard
Hunter mode: Clear all hazards boost allies by 1


Change 1:

Warrior mode

It should be impossible to get the reset and the destroy enemy mode together in the same 3. This can often lock out the mode you are actually looking for since they are both super conditional which means the player donest make a decision here they will just pick the third mode cause these 2 likely never apply (or in the third round will take a one unit kill onr 2 power reset cause they were unlucky and got resilience as third which means if the players gets these 2 resilience is blocked as a third)


Change 2:

Mage mode

spawn hazards:

This one should only spawn "weather". That way its predictable what this card will do and a clear play pattern for this mode can be established. This would be slightly better than Drought and Rag nar Rogh but with the deck constraints this is fine.


Change 3:

Mage mode

deal damage 10 and 5:

The damage to the sides should be increased to 7 or even 8. If 8 then the main damage can go down to 9 or 8. This card should reward the player and punish the opponent if they stacked their cards in a way that lets this work well much like Geralt:Igni. Mage mode needs an always good version this would do that.


Change 4:

Hunter mode

Deal 15 damage:

This could easily deal up to 20 damage. The overall power will go up to 28 then but only if the opponent has a 20 power unit. So it can be slightly better than the baseline sometimes but still would be slightly worse most of the time. Thats a fine effect to have.


Change 5:

Hunter mode

Deal 2 damage at random repeat 8 times:

This should be a payoff mode for a board without armor and a lot of units. Making this deal 3 damage 8 times or increase the 2 damage repeat to 10 would help this mode a lot. Then this would be better than the baseline rarely and worse often. Which makes this a good mode to choose and a mode to choose at all.


Change 6:

Hunter mode

Clear all hazards and boost allies by 1:

This mode can straight up boost by 2. It should also boost Shupe itself which would be consistent with other such cards and bring the amount of other units a player would need for this to be good without hazards to 9. Thats still a lot and something decks that cannot just swarm a board with multipples have to work for.


Change summary:

ALL of these changes(cuts not included) can be applied without breaking the card and this summary assumes those are applied. It will get a slight boost in some situations and more consistency in all of them. The warrior mode will still be the go to always good mode while the hunter mode outclasses it in the right situations. The mage mode either needs an effect cut so that players can find the effect they are looking for. or have a system to always show combinations of effects. Either getting spawn weather or play a special card from your deck might help. The simplest way to make this always have a good mode is to make a 7 9 7 or 8 8 8 damage version certain to get.


Rating scale for the effects:

Great mode (A player will want to choose this almost always)
Good mode (A player will choose this if the right conditions are met)
Ok mode (A player will want to choose this if a lot of things fall in place)
Bad mode (A player will not want to choose this since its likely inferior almost always)
Terrible mode (A player should and will never choose this cause its always worse than anything else)




Lets see what the card does. the Card lets you choose one of 3 modes and then presents you with 3 random effects you may choose one of from and apply it.


Warrior mode: Shupe has 12 base power


Power up to 25

This mode is great. This is going to be our baseline for how good the other modes are since there is no condition at all on this. At the end of the round youll have 25 power. Thats always good using the card in this way is easy so this is what you want to achieve: 25 Power.
Great mode


Resilience

This mode esentially gives you only 24 power but because it does so for sure over 2 Turns defnitly makes up for it. Sometimes when you play the 25 Power option youll win a round by like 15 points. With this mode if you win the round you can just pass and your opponent will likely not be able to get out of this without loosing a card. Going second droping this to go up in power then winning round 1 and just passing round 2 with 12 power sounds like a nightmare to me.
Great mode


Duel:

This one is slightly worse than the other 2. If im not mistake Duel potentially can double the power of a card so in this case this can be 24 Power. If your opponent has something huge with a good ability that needs killing this mode is likely great. Im looking at you Spies Niflgard. Other than that this one needs an opponents unit with exactly 12 power to only almost get to our baseline of 25 power otherwise this one will likely be around 18-22 power value. But it can kill something important from time to time which could put it over the top.
Good mode


Reset

This mode is just way to narrow. If you want something reseted and its power gone its likely better to just use the duel mode instead. And even if something is out of your duelrange this still has to reser 13! power which is quite a lot. Sure sometimes this might be amazing but most of the times this will be pretty weak. Cards that need those resets youll likely kill early or have other cards in your deck that deal with them since if you dont you will lose a lot to those type of cards.
Bad mode


Destroy enemies with with 3 and lower power
(Its actually with power LOWER than 4 which is the same but how i wrote it it sounds as weak as it is)

This one is super bad. Like honestly never worth it. For this to get you up to 25 power this effect would need to kill 5 opponent units with 3 power or less. Yeah sure there might be some weird deck that at some point in the game has exactly those 5 on the board (and hopefully one more or buff to 25 mode is just better and youll get them good) but decks that want to spam units on the field usually also BUFF those units which means that its just almost impossible to have them be only at 3 power.
Bad mode






Academy mode: Shupe has 4 power

Draw a card

This one is only good if you can abuse the time you created by drawing that card since the card will never be worth 21 points. This mode has to be abused hardcore by the right deck or it is never an option to be played. Sure you can get CA which is worth something too so its like a spy that plays on your side with 4 power. Not that good is it when you give up a Ciri:Nova for it.
Ok mode


Charm a random enemy

This one can break your opponent. If you can grab a unit with power 10 youll be all set and have the same value as you would have with your baseline of 25 power. If you get something higher well imagine stealing their shupe or Ciri:Nova for a 54 power swing. Dirty. If you wake up the next day from your magical christmas land dreams youll notice that random is a really tough sell on this mode. Still it can be decent a good bit of the time and insane and bad equally often.
Ok mode


Spawn hazards

This mode lets you play something between a rag nar rogh and the frost on 2 rows special card. If you get skelige storm in the last round on all rows with this when you played it early you are living the dream and you are insanely lucky. The problem really is that this doesnt just spawn "weather" (which no longer exists) it spawns hazards. So if you are unlucky you might end up getting a blood moon when you play this early which might easily do nothing in your deck or youll get a hazard that you dont even know what it does.
I got one that looked beatiful cause it spawned these wonderful spikes on my opponents row but i couldnt figure out what it was doing cause there is no description. Anyway the problem here is just that there is no way to know when the right time to play this mode is which means its better to never play it.
This card will also get more random the more hazards are added to the game.

Terrible mode


Deal damage to one enemy and 5 to all adjacent to it:

This is very conditional. Much like duel youll need a unit that is at 10 power with 2 5 or higher beeing adjacent to just get to 24 power. Sure sometimes you can kill something important with just the 5 damage(dont know what that would be though) but usually youll end up using the 10 damage instead which than makes this a way worse duel since the unit you get out of the deal is just 4 power. If for some reason your opponent stacks 2 valueable low powered ability units with one high powered in between youll do great i still dont know what that would be though. So overall the mode is just too conditional and usually worse than duel.
Bad mode


Bronze or silver special from the deck (You get to choose)

This mode is something for synergy just like draw a card again. The card you play needs to be worth 21 power or the synergy you use needs to create that. Overall that is just again way to conditional so youll rarely use it. Also the fact you only get to play a single copy of every card makes finding that synergy pretty rough.
Bad mode




Hunter mode: Shupe has 8 power


Deal 15 Damage:

This mode is very similar to the dual mode but gives you one less power overall. Sure it does more damage but why didnt you kill that 15 power unit with duel before it got out of hand and saved yourself some power points?
Ok mode


2 Damage on one random enemy repeat 8 times:

This mode makes no sense. If your opponent has a board of low powered units youll try to get the kill all lower units if they have a board with high powered units youll just go and match that with your 25 power mode or steal something with charm. Now lets be clear this mode isnt terrible in theory since its not bad as a card its terrible because in every situation youll use this mode its better to go for something else Also it can lose power by hitting one power units your opponent has essentially reducing its power.
Terrible mode


Replay a bronze or silver ally boost by 5

Replay here means you really bounce it back to your hand and play it. You dont replay one you already played. So the ally you bounce has to be on the board already. This mode is another snyergy only and a really tough one to make worth it. The synergy you get from the bounced ally needs to be a 12 power increase. 12 Power should be doable by some cards and synergies or if you get to "heal" the card you replay. Also this would be awesome with reshuffle medics so lets bring them back pls <3
Good mode


Clear all hazards boost allies by 1

This one sounds interesting until you do the math on it. You need to have 17 OTHER (since the card doesnt boost itself which it should cause other cards that work like that do that) units on the board to get the same value as our BASEline. Yeah this isnt happening. Sure if you clear some random hazard that your opponent only played after you played 17!!! other units this goes up in value but so does a 1 power vanilla guy if your opponent used all his cards in the last round after you passed with 5 still up. Sure there might be a one in a billion combination of hazards when this is worth playing but that one time doesnt matter.
Terrible mode


Play a bronze or silver unit from the deck (You get to choose)

This is another one of the synergy only types but this time you dont get a power boost of 5 which means your synergy needs to give you 17 points of power which is harder to do for sure. If you can somehow build your deck that this is good with only one copy of every card go ahead im still sure that this is worse than the replay one by a good bit but still better than the mage special version.
Bad mode



Sadly with the way the card works atm there is no point in not choosing the Warrior mode. The fact you may not even get one of the single good modes of de other weys is more of a punishment choosing them than a reward for playing one copy of every card only. Therefore there should be some buffs or changes as mentioned above.

Writing this has been a lot of fun. I hope everyone who reads this can enjoy this too.
 
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My problem with Shupe is that his effects are too situational and random, i could live with one or the other but not both. When you play Shupe you have an effect in mind, it's not the thing you play after then go "ok let's see what i get". And when you don't get the desired effect the alternatives aren't even remotely in the ballpark of what you want, because they are too different.

Also i don't fully agree with your ratings, i know some effects are stronger than others, but something like the "destroy all minions with 4 attack or less" is in no way terrible. We went through this before, even made a post about it, Draug used to have this ability, got changed and after that we went through a Dagon swarm meta where that ability would have been awesome.
 
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