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  #325  
Old April 7th, 2021, 07:00 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Playtesting

That's a lot of points! Thanks for the test. Of course some units will perform better than others at different player counts (and other formats/scenarios) so it's not too worrying. Especially because it wasn't just a free-for-all where he'd probably have a giant target on his back. I definitely agree 6 Move felt better, and have also been thinking 210-ish on the points. Hopefully it doesn't take too many more tests to build a consensus.


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  #326  
Old April 7th, 2021, 07:57 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Playtesting

Yeah, I suspect that this format is really where Ozuul will shine. I'm okay with him being a heavy hitter there, but 190 feels low for that ceiling. Hopefully I'll be able to run some more 3+ player games with him in the near future so that we can more accurately pin down a good balance between each extreme.
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  #327  
Old July 24th, 2021, 04:00 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Playtesting

@Captain Stupendous actually suggested this a while back, with a more complex version of the card, but what does everyone think of combining the powers here into a single Special Attack?
  • The powers are much simpler than they were
  • Combined it's only a little longer than Kumiko's SA and nowhere near as long as TKN's single power
  • Thematically, the powers are linked in such a way that we were already forcing Crush after Pull
  • Mechanically, the only change is not being able to Crush without Pulling first


Quote:
GRAVITY CRUSH SPECIAL ATTACK
Range 1. Attack 4.
Before attacking, one at a time, each non-adjacent small or medium figure within 2 clear sight spaces of Ozuul must be placed by its owner on any empty space adjacent to Ozuul, if possible. Figures moved with Gravity Crush Special Attack do not take any leaving engagement attacks, but non-flying figures will take any falling damage that may apply. All figures adjacent to Ozuul are affected by Gravity Crush Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.


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  #328  
Old July 30th, 2021, 05:11 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Playtesting

Combining them makes sense, and if it fits on the card I don't see much reason not go this way. Brings a nice one power card to the set and makes it a bit cleaner. Don't think you'd need to adjust his point cost to incorporate this either.
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Old August 3rd, 2021, 12:12 AM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Playtesting

I don't think that collapsing the two powers into one actually simplifies the card very much, since they're still two distinct effects in practice. This also makes it a bit easier to miss some of the important clauses like non-adjacency or taking falling damage, I think.

I do generally have a gripe with cards that try to fit too much into a single power to conserve space, though, to be fair. In my eyes, the segmentation of powers into well-defined units makes them easier to remember and get correct, especially for newer players who won't necessarily care about the number of powers per card.
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  #330  
Old August 3rd, 2021, 12:49 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Playtesting

To be clear, having one power vs two or trying to save space are much less important to me than the fact that they're so heavily thematically linked that we're already using one to force the other.


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