Categories: Announcements, Updates

HCG - Development Team

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Through play-testing we have found that there was a lack of “defensive” play. It felt bad to have a board state and be attacked directly without being able to fight back on the opponents turn. While there were existing cards that could affect combat during your opponents turn it wasn’t impactful enough to gameplay.

To solve this issue we have introduced some more “defensive” cards, themed for each of the current playable elements.


Water

Water’s defensive playstyle revolves around redirecting attacks and controlling what your opponent attacks instead of letting them attack your directly.

This was the easiest update as the water deck already contains some manipulations of the combat phase with cards like [Decoy Fish] and [Bait and Switch]. To aid we have introduced easier ways to create Fish tokens to throw under your opponents attacks.


Air

The defensive playstyle of Air attempts to return the opponents cards to their hands delaying their attacks and breaking chains.

Introducing more cards that return cards to the opponents hands while punishing placement we have created [Gusting Sharp-Feather] and [Baby Tyfan].


Fire

“Defensive” play for Fire doesn’t involve redirecting or preventing the damage, instead it aims to fight back and punish the opponent for not dealing with their creatures.

With how offensive Fire can be, clearing the board without having to attack adding defensive support has proven tricky but with the inclusion of the new [Enraged Pyromancer] and [Walking Wildfire] cards these will allow you to slow down your opponents assult.


 

 

 

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