PokeHearth - Card Design 4

This is part 4 in a series that starts here.

After having looked over the 151 first pokémon, a couple of problems emerge, that the cards of today will solve. The first is that most cards are not very interactive for the opponent. The game turns into one of playing the most expensive possible pokémon every turn, without caring what exactly the opponent does. The other problem is that, well, the typings are a bit uneven. Some types have a lot of options, while others have very few. Also, the more interesting parts of the different types are still unexplored. There is only one freeze-synergy card, for instance, and zero poison-synergy cards.

Today, we will try to change all this.

Powers

If you take the cards from before and remove the pokémon, the attack, the health, the status, and leave only the effect that happens when the card comes into play, what is left is a power. Each typing will be given a dozen or so powers, falling into the categories of:
  • Removal
    • Single target
    • Cheap
    • Multi target
  • Draw
  • Combo
    • Combo enabler
    • Combo activator
Some general purpose powers should be available as tools to all types, while others can be more unique.

Idol Powers

Additionally, each type will have an Idol Power, a single power that you have from the start of the game and can be used once per turn. Almost all of them cost 2. They are generally much weaker than other powers or pokémon - the Idol Power is something to fall back on when you are unlucky with the cards in your hand, allowing you to at least do something with your excess mana.

The Idol Powers also stand as the central theme of each type. Let's take a look at them now. As mentioned before, each type has a duo partner, and I will show off the matchings together. When you make a deck, you get access to pokémon and powers from both types, but you can only choose one of the Idol Powers.





Water has the excellent, if expensive, ability to deal one damage to an enemy target at will, pokémon or Idol. Electric can deal three times as much damage for the same price, but lose control over where the damage goes. Here, counting cards is important.





Poison of course lets you poison an enemy. It is superficially similar to Water, but has some important differences. Ghost allows you to draw a card, but with such a strong effect, there is the drawback of damaging your own Idol, expounded by the low-impact card draw. Using Nether is a luxury not always affordable.






Dark has the only zero-cost Idol Power, letting you trade health for extra mana, that can be used to play higher-cost cards than other types. Normal instead is able to restore health to its own Idol, or for that sake, any damaged friendly pokémon. You cannot heal past the original health of a target, unless its health has been increased.




Psychic has the ability to save mana in the bank, making cards that cannot be played cheaper for next turn. However, you cannot control where destiny takes you, which card, of the useful or useless, that Foresight hits. Iron Tail has a very direct effect, giving your idol 1 attack and 1 health, allowing your Idol to attack an enemy, preferrably a weak one. In a pinch, it can also be used to just increase its health. The attack is temporary, not the health.




Ice is, of course, able to freeze enemies, delaying their attack by a turn. However, it can only do so once for each pokémon, meaning that you cannot force the enemy into a stale-mate. Dragon has the only four-cost Idol Power, trading the high cost for potentially a net zero cost effect with enough cards in hand. It is also extremely powerful if you can get your hands on a card, that makes your Idol Power free.



Poison poisons, Ice freezes, Flying makes pokémon grow wings. Flying pokémon cannot be attacked by the enemy, and lasts until they, themselves attack. Grass is able to let pokémon in its hand grow bigger and bigger, turn by turn.




Rocks are durable, and compared to the Normal type power, health can go way beyond the starting 25. Ground shows us the last status-centric power. Confused pokémon attack at random as soon as they become ready, disabling the enemy from being strategic with its attacks.



Fire and fighting are both aggressive by heart. While Fighting allows you to attack enemy pokémon too in exchange for the health of your Idol, Fire is limited to only hit the enemy Idol, but can instead bypass blockers.




Finally, Fairy and Bug both strengthen your side of the board. Fairy increase the maximum health of its pokémon. Bug on the other hand creates tiny Caterpies. How adorable.



Electric Powers


For most of the game's history, Electric was incredibly underpowered. To make it more balanced, it was necessary to create powers that did not just rely on random chance. Most of them still reflect the uncontrollable theme of the Idol Power, though.



Zap is not a collectible card, but will become your new, less random Idol Power, after playing Tame Lightning.


Overcharge has the cheapest card-per-cost ratio of all draw effects. It comes with the downside that you can only hold ten cards at once, though, and that you will run out of cards quite fast. 


 Zero cost, zero control.


 A good way to neutralize the enemy board.


One of the strongest heal powers, but at the cost of not having many good cards to use it with. 


An alternative single-target removal. Usually, ten damage is just a flavourful of saying "kill", but there are times where it isn't enough. Ironically, Wailord is one.
Instead of buffing up cards, you can play Frankenstein.

If we compare these powers to the pokémon we have seen before, they will seem quite strong. You have to remember that they might be completely useless in the wrong situation, since there is no base body to go along with them.



Water Powers


Water has dealing damage as a theme, but so do all powers. Therefore, the Water Powers have to get creative to find ways around this problem.



 Again, Bubblebeam is not collectible, but is the upgraded version of the base Idol Power gained by playing Form Bubbles.


 Such an awesome movie requires an awesome effect, too.
 Though I divorced many Ice and Water type pokémon, they still are good friends, deep down.
 Water is about dealing damage, in this way, too.
 Water also has a sub-theme of restoring health, and cleansing can really make a big difference.
The most unique water power, let's say. Additionally, it is a cheaper alternative for evolving Magikarps than using Gyarados.

I always meant to add a power called "Fishing" or something akin to that, which would add random fish to your deck. I just never figured out a way to make that effect actually useful instead of just a waste of a card.



Poison Powers


Poison is a strange sort of tempo/control mix in general, with a lot of effects that poison, and some cards that scale their effect from the amount of poisoned cards.



Again, Sapping Poison is the upgrade to the Idol Power, gained by playing Chemevolution.

The cost of the upgrade Power is based on balance, and once it hits 0 and less than 45% winrate, it means what I have to update is the Idol Power, not the cost of the upgrade. Chemevolution is close, but just alright at 48%.


Basic 1-cost, deal 2 damage, with an upside.


Basic 0 mana +1/+1 with an upside.


This is a really good draw-Power. Whenever power-design seems off, do remember that it is based on the win-rate of the card.


A cheap, low damage AOE.


Poison has, as it should, the best single-target removal.



Ghost



Ghost has a lot of unique effects, several related to powers from beyond the grave.


Hithernether is an upgrade to Nether and a really fun word to say.


Ghost has synergy around fainted pokémon. Whenever a pokémon faints, it is added to a list, the graveyard, that is then shuffled before being used. Afterlife is really strong, but balances itself, since it will only ever be able to be unfair late in the game where big pokémon have fainted, at which point a big pokémon is automatically less impactful.


Damage and healing in one. Remember that healing is important with the Ghost Idol Power.


Fainted pokémon include both yours and the opponent's, which is my explanation of why this is balanced.


Oh ho ho, Spirit Infusion. As you might guess, the latter part of the effect was added to balance it out.


Again, another card that scales with how late in the game it is played.


Ghost might be inspired by Warlocks.


Play it early to feel safe or keep it until late for its best effect. Oh, I should mention that using Haunting and Afterlife actually empties out the graveyard - not that it is that important for a card like this, but it does matter.



Dark Powers

We actually have not seen any Dark-type pokémon yet. But Dark revolves around "cheating" with effects that go beyond the numbers on cards. Like hand-size (discard), Idol health (self-damaging) and mana (ramp).



Originally, the Dark upgrade was like the Ghost one, removing the health tap downside. This worked better. The effect is like ramp, but in the late game, you can use it for 10 mana instead of the usual 8 max mana.


Like Arctic Ocean, some type alliances of Dark.


On top of the Idol Power, some direct ramping.


Or just directly burst onto the board. Throughout balancing, its cost has changed a lot, but it always gives three more than it costs.


Gain up to 24 health costing just 1!


Almost as good as Poison's Deadly Venom.


This used to be even stronger, but apparently early-game +attack is really good in the tempo/aggressive dark type.

There is another Dark Power, but it has to do with a pokémon we will find in Johto, so let's hold off on that one.




Normal Powers


Normal has perhaps the most straight-forward, stats focused cards.



 While Greater Heal seems much better than simply restoring 2 health, apparently it is worth a card, and nothing more.


Again, with the average power level of pokémon, this is almost as good as drawing two cards, but is slightly more thematic.


The power of teamwork!


However, the average power level of Powers is not as good as pokémon, since they can sit uselessly in your hand. Thus, despite the difference in cost, these are equal in win-rate.


This is a stat buff by proxy. In value, it is around +2/+2, more if you build your deck around it, but Evolved pokémon cannot attack immediately.


And not only your own stats, the opponent's, too!


This card is perfection against certain aggressive strategies.



Psychic Powers


Psychic has strong, situational powers.



While usually the Idol Power just banks your excess mana in cost-reduction, you can now become ahead of the curve! Again, Prescience is not collectible.


Wish is really strong if you are really lucky.


Ultimate Mind is a really fun card that has given me a lot of trouble. For one thing, what power! As one of three Powers costing 8, it still has 53% win-rate, like another Ultimate card. For another thing, it has given me a lot of problems with Gligars and Girafarigs casting Ultimate Mind. More on that when we look over the Johto cards.


I always thought this would be overpowered, but it had to fall down to costing one before it was good.


 Our standard 2-cost deal 3 damage with an upside.


Again, this originally cost much more.


That is, only the pokémon evolved have their mana cost reduced. When a card evolves in hand, its cost updates, too. The Draw a card in the beginning is for balance, and for giving you a chance to have the effect go off on one more card.



Steel Powers


Steel is the counterpart of Psychic, and while its pokémon are quite straight-forward, its Powers are as quirky as Psychic's pokémon are.




Sure, this might seem quite standard at this point, but then take a look at the next card.

 Pay 2 mana and a card now, to never have to pay for your Idol Power again! That is quite efficient!


 Just some solid friends for Steel.


Or why even use Steel Tail when you can get great new powers every turn, like Ultimate Mind every turn if you have ultimate luck.


I'm sure this enables some obscene combo, I just have not figured out how, yet. This card is rubbish at 45% win-rate. And I tell you, when you use Innovate, it always becomes Mass-produce. Always.


The counter-part to Normal's Pacify.


This one is hilarious. Of course, Idol Powers can also be normal cards, and with Iron Tails, you can ruin the opponent's deck. It used to be 15 Iron Tails, but apparently, that was too strong.


If you have been value-trading all game, this is the card for you. Costed highly to disable one turn kills.



Dragon


Dragon, our big, slow guys, that need some help from their supporting Powes.



 It did seem unfair for Dragon to have its Idol Power cost twice the normal.


If you needed more value, for some reason. Or more Magikarp.


The true dance of dragons - also, a considered alternative upgrade to the Idol Power.


If your dragons were not big enough already.


See if you can scare the enemy to death.


And finally, the marriage of Pacify and Metal Sound.


Why would you want small dragons when you can have big dragons.




Ice Powers


I am sure I have talked your ear off about freeze synergy, but finally, here it is.



Giving the opponent -1 attack makes this a great control tool. While you cannot freeze the same target again and again, you can continue using Zero Kelvin until it cannot attack.


To slow down the enemy for just one more turn, one more turn. This might seem unfair, but the opponent should foresee being frozen from this or some other effect, after all.


The wording is important, otherwise your copy would be frozen, too.


Finally, the combo! You might even consider freezing your own pokémon for the extra cost reduction.


Really cheap removal, but which does nothing against blockers. I think there must be some error in the AI, because it has the lowest win-rate of any card. Hm. Or maybe I am just bad at estimating the effects of cards.


I don't know, I just really like the name of the effect. It is encroaching on Dragon's territory though. How does Dragon-riding sound?


Better hope you put some pokémon that evolve into blockers on the board.


A really nice anti-aggro tool. It would be nice to be able to cast it on enemies too, for that one-in-a-hundred situation where that would not be extremely bad.



Flying Powers


I have never understood Flying, honestly. So many changes have gone into making it somewhat balanced, and I just don't know if it works. I mean, overall, Flying is at 50% win-rate, but that's more to do with their pokémon than powers.


If you have any suggestions, do let me hear them. For instance, what even is the identity of Flying?



Where the base Idol Power let your grounded pokémon fly, I just could not make a balanced upgrade to it. Instead, we have Grudging Wind. With how wording works, if you cannot discard a card, then the second part of the effect does not go off.


Here we have the flying-themed card! But you cannot do anything more with the flying status than this.


A simple 3-cost deal 4 damage with an upside.


Again, another theme of flying, but you cannot do much more with it than this one card. It also has a much worse win-rate than it should, because Flying does not focus on big cards, and because my AI is impatient.


Hey, isn't that nice, a 1-cost deal 2 damage with an upside.


The only well-designed Flying Power.



Grass Powers


Now, these were a bit easier to figure out. Grass is all about them big guys, after all. Or gals. I don't judge.



 Things grow much faster in Spring, wouldn't you say?


I mean, this seems strong, but it reiterates Grass' big weakness, single-target removal.


While this has the same weakness, at least you can attack right away with it.


Or you can spread the buffs out a bit!


I will wear my inspiration on my sleeve; this is simply a really well-designed card, that I have then stolen wholesale. Druid spell in Hearthstone.
This card has several uses - just important to notice, usually you would want the +2 health first, and then healing later on. Also, it lies. Technically, it only restores 99 health, but if you have gone that far, you really have leant too far into the theme of Grass.



Ground Powers


Ground is friends with Rock, but what even is the difference? Together, both of them work well with a high-health control aspect. While Rock focuses on the big-health part, Ground is more controlly.



While Sand-attack relied on random chance, Mud-slap more fully reduces the threat of an enemy.


This can get really messy. Pairing up Sandstorm with a high-health, low-attack blocker is really strong.


Er. This idea might be getting a bit overused.


To everyone, including your and your opponent's Idol. Earthquake is one of the strongest cards around.


A strong single-target removal, which comes with the downside that the target will be back eventually.


This allows you to build a deck with a low average card-cost, and then midway through the game, evolve them all. And perhaps evolve them once more.


Rock Powers


If Ground seemed control-oriented, this will only be worse.


With True Fortify, your Idol will stand the test of time. 4 health can really spiral out of control.


This card made much more sense before types were paired up.


Some extra delay while you get the cards you need.


A smaller earth-quake.


Some extra delay - no, scratch that. This is just a really good card.


This is a good card, and would be even better if the opponent could not give it new attack if you do not take it out fast enough.


Fire Powers

Now for the diametral opposite of Rock and Ground, Fighting and Fire!



It might have seemed obvious to just upgrade Ember to deal more damage, but really, upgrading your Idol Power should be a control strategy, not aggressive. And deal 2 damage to any enemy is a pretty good ability for that.


This is a good way to take the enemy out - playing a couple of Charmanders and Magbys, then this.


Alternatively, if you already have pokémon ready to attack on board, Fiery Claws is twice as strong.


This 1-cost deal 2 damage has had its upside rescinded because Fire already has enough burn.


Originally, this hit the enemy idol too, but I had to balance that part away. Because of that, in the code, the effect that deals damage to enemy pokémon but not their idol is called "Fire AOE", though it is ironic considering the general theme of Fire.


Fire should not only be aggressive, but also explosive, I'd say.


Talking of explosive cards, while Magmar isn't new, Magma Birth is! Of course, you do not get the cry of Magmar, but instead you quite often clear the board. Maybe it should be named Ultimate Magma instead, to fit with Ultimate Mind. And with the unrevealed Dark power that could be called Ultimate Moon. Hm.




Fighting Powers

Fighting also focuses on dealing damage, but less through powers and more through its own pokémon.



Bodybuild allows you to buff your Idol Power and get real swole.


While this allows you to deal 3 damage and only costs 1, it is quite conditional..


This, however, is less conditional, but might damage your Idol.


This seems like a strong card, and since it gives Block, it usually does work out.


If you want to deal damage without risking health.


I wish I had given this as cool of an animation as it has in Hearthstone.




Fairy Powers


Our final type duo, Fairy and Bug might seem like an odd match, but I ensure you, it makes sense. See, Fairy has a butterfly as symbol after all.


 Honestly, the base Idol Power is not particularly strong, but +2 health is starting to be something.


This is a kind of crazy card, held back by most of the Fairy pokémon being weak-statted with strong cries, that you will not get access to.


Fairy really is a typing all about being kind and nice.


And if you do not play nice, you will be timed out. What are these, kindergarten cards?


Incredibly flexible, incredibly strong, Aspect of Divinity is held back by being a bit exaggerated, all in all, and within a second, you run out of unevolved pokémon to use it with.


As a break from the other alliance cards, this one gives you three cards instead! Psychic is totally an element.


Whatever you use this on will live another day, minimum.


What, did you think all Fairy's cards were defensive and nice?




Bug Powers


Finally, we are at the end of your journey. Both Fairy and Bug have a lot of small pokémon, it is a side-effect of Fairy's theme, while for Bug, swarming is the point.




Instead of one small Caterpie, you get two small Caterpies. Also known as just playing Caterpie normally.


Or three Caterpies!


Bug types evolve really fast, if you have never played pokémon. That's the inspiration. I also do like the name quite a bit.


Quite big bugs around here, being able to take out a Bulbasaur with one bite.


In honour of all our Metapods, Kakunas, Silcoons, Cascoons, etcetera.


Also in honour of all our Metapods, Kakunas, Silcoons, Cascoons, and Caterpies, Weedles, Wurmples, and so on. Honestly, Mass Pupation is the central card to the theme of Bug.


Now, with all these new powers, let us see what changes this makes to the meta in the Meta Report Kanto 2 Electric Boogaloo Now With Powers.