View Full Version : Filth Idea - Demons
06-01-2012, 07:38 AM
So I've read this one bit in the power structure article about the Filth and being capable of bringing a demonic apocalypse, and I was playing a few games with the Filth, dreading their early game despite SotH and the Mutagist economy push/card advantage. Thinking demons, I thought, what if I can make the Filth's early game better but for a cost?
- 1 Magic
- 2/4 Melee
- At the beginning of your turn, pay 1 Magic or discard Greed Demon.
- 3 Magic
- 3/5 Melee
- When you play Pride Demon, you cannot play events until your next turn.
I was also thinking of a unique way of summoning them, but was stuck with an NN-like way: replace Common, but destroy the Common below the Demon card. This could probably be the theme of the next Filth summoner, like demonic hosting. Thoughts?
06-01-2012, 10:51 AM
When I hear demonic apocalypse, I think end-game annihilation, since apocalypse is supposed to be the end of the world. But, as you said, the Filth have that covered. Greed demon seems balanced, but the pride demon is too strong (in the traditional costing sense). If you want a unique summoning mechanic, how about this: When summoning a demon, you must place it next to any mutant you control. Immediately remove the mutation from that mutant and place it in your hand. Game-play wise, this means you have a common left and the mutation goes to your hand. Theme wise, it's sort of like the demon that was infecting the common and mutating it has left the common's body and manifested itself. Obviously this summoning method would mean demons are costed differently.
06-01-2012, 03:01 PM
I like the idea of demons, because like you said, no beggining power. i play the filth a lot(tied with SG for my best faction) and i think i like that idea. Problem is, what do you replace? they need commons to get mutated, and the mutations to, well, win. My play style normally gets a lot of my commons killed(3-5) in the first few turns. still, don't forget that this is the filth's main weakness. They normally need to be pressured early, otherwise you end up with a set of units that can rip any unit to shreds by switching mutations. A strong start game might put it off balance, but still, i like the idea of demons, i just think they should be really expensive. Cause otherwise, the experience i have tells me the filth will become unbeatable.
06-01-2012, 10:03 PM
When summoning a demon, you must place it next to any mutant you control. Immediately remove the mutation from that mutant and place it in your hand. Game-play wise, this means you have a common left and the mutation goes to your hand. Theme wise, it's sort of like the demon that was infecting the common and mutating it has left the common's body and manifested itself.
Love that mechanic. Makes the Filth more versatile. I just thought a little early game push would do them better. This was made to test those boundaries.
06-02-2012, 11:56 AM
I like an idea where you have, say, a a 4 cost demon. You may pay 4 magic to summon it regularly, but just 1 to summon it off a 2 cost mutation. Units that cost too much for too little power without mutation is perfect. Filth get a start boost, but not that powerful, and later, you can make demons that are awesome
06-02-2012, 08:50 PM
would you play the following mutation?
Dead: No rule. Made to deny other mutations and kill things with rebuke :)
and what stat would you give for a 4 cost mutant that could not be remutated?
06-02-2012, 08:52 PM
???????????????????? How does it actually live if it is permantly 0 life?
06-02-2012, 11:24 PM
would you play the following mutation?
In short, no, I would not. I don't see a Mutation only used for two very specific purposes, and outside of those useless, being worth a slot in a deck. Especially because of the one mutation of a kind per deck rule.
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