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Mirali Starter Deck Progression


Good news everybody!

No, really.

There have been some extra play tests of the early stages of the Mirali deck and a few things have come to light about the design. Such that we have actually had to redesign certain concepts, hopefully for the better. At the moment, playtesting has been done against the Valerians only. We decided that we needed to make sure it was balanced versus one deck at a time. Once the deck begins to be competitive against the Valerians we will see how it compares to the Eresat deck.

From our experienced, as they stood, the Mirali were under-gunned. They just didn't have the fire-power to take down big threats. As such most of the midrange ships have been buffed to a reasonable degree. We've also tweaked some of the non-ship cards to add a bit more responsiveness to the deck.

The 'Multishot X' ability that was recently added for the Mirali race was definitely a success. It had some rather interesting combos with other cards and was rather effective when used well, so I'm happy with that one. The fact that fighters on ships with 'Multishot X' get to attack X times is mostly negated by the fact they tend to die on the first attack anyway (when taking on enemy ships that is). 

On the other hand, the ability that we originally intended to be the signature ability for the Mirali, 'Self Repair', frankly was completely ineffective. Either the ships died to quickly to use it, or had no shields left when the lost their hull afterwards (as you have to punch through shields to damage hull) or left themselves wide open to destruction by using it. And the ability was best used when you have other ships in defence to hold the enemy fleet off, but would be most useful when you're ont he ropes and need to hold on longer. Completely counter-intuitive. So, we decided to re-design it.

Now, instead of requiring you to choose to spend 2 shields, as many times as you liked to regain 1 hull per shield, 'Self Repair'is passive. At the start of your turn, each ship with self repair you have in play gains 1 hull, assuming they have less than their base maximum, plus modifiers e.t.c. That way if a ship survives the initial onslaught against it (a good reason to try and buff shields using protector) then it's even less dead in your next turn. If it becomes ineffective still, it may be prudent to turn it into an 'X' ability which you can define a ship to regain 2 maybe 3 hull per turn. However for now, we will see how it plays out just as a single hull regen,

Lastly, Mineral field cards have been made cheaper, meaning you don't have to compromise as much your ship placement to play them (a big problem that was occurring during play testing).

I would definitely say though I am happy with many of the core concepts. Some of the high end ships, when not disabled by what has quickly become the renowned Fused Command combo (to learn more about this, maybe you should watch more games when they're streamed! hmm? Also, grrrr darn you TinyTimRob!) are actually pretty nasty and at full potency could potentially be the most powerful ships in the game. So we're leaving them as they are. Nuff said.

The next step is to see how the changes affect their competitive play. Hopefully they'll do a bit better!


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