The way I'm reading that cloning device card is that the unit it summons needs to be in your deck (like, in the draw or discard pile), and you had no more units in the deck at the time you played it. I don't know that for sure, but I think that makes more sense than the card being so broken that it does nothing.
I also said this elsewhere, but the language used by Experimental Cloning Device matches cards like Ancient Synergy and Imp-o-late, which both continue to count cards as being "in your deck" even after they're consumed or played. I believe it does work as you describe, though, so the tooltip is wrong. That's what tripped me up.
As for Evolving Resistance, I think adding permafrost prevented it from purging itself on Reserve. It starts with armor, then adds rage, then lifesteal. The played version is floor-wide, while the reserve version is front-only. It's definitely not supposed to duplicate itself like that.
My thought is that Experimental cloning device works like channelsong in that the unit has to be in your deck (ie: not in your hand and not on any of the floors) Edit: although if that is the case then it should be worded the same surely
@@dreaderlord My thoughts exactly, prism retrieval but different. I'm honestly a bit surprised Dusk didn't think about these 2 cards and how they work when reading the text (tho it is confusing, indeed)
The language used by Experimental Cloning Device matches cards like Ancient Synergy and Imp-o-late, which both continue to count cards as being "in your deck" even after they're consumed or played. I believe it does work as you describe, though, so the tooltip is wrong.
The way I read evolving resistance is that if you play it (and purge the original), it creates a copy with the play-effect upgraded. If you hold it it creates a copy with the reserve effect upgraded. It not purging was probably a bug to do with Permafrost. The card is actually insane if you get the right upgrades on it, imagine the final play-version with -2 and holdover. 5 armor, 3 rage, 1 lifesteal to the whole floor is nuts. Naturally you cant get holdover while it still has purge, but that goes away once it has been played twice. It does appear tough that in order to get that path you HAVE TO play it whenever you draw it, since holding it will trigger the reserve upgrade instead, and the card can only ever upgrade twice in total.
That seems to be the case, It upgrades itself whither you play it or not, if you play it it upgrades the play version, if you reserve it it upgrades the reserve version and purge is gone on the third iteration, just that the 1st and 2nd generation of the reserve kept replicating themselves due to frozen.
Yeah, there was a bug here, but I was also somewhat confused. I agree that the on-play effect even with a -1/-1 is insanely powerful. The reserve effect is much weaker.
The evolving resistance behavior must have been a bug, sure of it. I'm pretty convinced it's intended to behave like blazing bolt on reserve rather than on play. The upgraded reserve effect should be the armor gained. But I think it looks at the top card of your discard pile which the permafrost prevents the card from going. So the game finds another card than it's supposed to.
Kind of? It is draw -1 the first time you draw it, so it only breaks even 2 turns after you've drawn it, and is only draw positive 3 turns after you've drawn it. That's pretty rough for investing a permafrost (and a hand slot) on it.
Frozen In Ice: the Champion path you rarely want to actually put on the floor. I was playing Pathogens with Umbra a bit last week and having morsels trigger Culture felt a bit like back when morsels getting eaten triggered harvest. Their small size and the fact they go away automatically made it really strong, especially since you don't actually care if they get eaten or not.
The cloning device has been covered by other comments so i'll talk about something else. I think there's something really cool to do with the replicate then kill your unit card and it's using it on your champion with the exile relics. It so happened you could have had both this run (not predictable tho), and since this champ line you went with perma scales itself it could get funky. It's also a good way to trigger summon/rally/culture/incant effects in general, and in a weird way it acts as a "heal to full and dispel all buffs and debuffs".
At 45:15 it looks to me like the game checks the health of the unit(for contagion) before frostbite damages it, meaning it goes to the pyre with 5 health despite having contagion 6. I am not sure if this should be considered a bug or not. Since frostbite was positioned to the left of contagion under the unit, I would expect the frostbite effect to damage it first, after which it would die to contagion. As it behaves right now, that seems like quite the anti synergy between the 2 effects Edit: At 53:53 the opposite seems to be happening. The unit is left with 40 health, 12 frostbite and 28 contagion and it dies. In both instances contagion was applied first, so I can't figure out why it behaves differently
I would assume based on the base text of evolving resistance, that it upgrades differently depending on whether you play it or reserve it. So if you play it, it purges itself and creates a copy with improved play-effect, and if you reserve it it purges itself and creates a copy with improved reserve effect. That said, it still seems somewhat random what upgrades you get, since you had copies with Armor 5, Rage 2 and Lifesteal 1, as well as copies with Armor 6 and Rage 3. It's also unclear whether the card can upgrade all the way on both paths, or whether it has a set number of total upgrades it can get. All things considered, it's extremely difficult to tell what it is supposed to do (doubly so when it doesn't actually purge itself when you put permafrost on it), so a clarity change is definitely in order.
I think it is guaranteed 2 purges before it stops "evolving", it seems to behave a bit like a champion, you have 2 path options, and you can only upgrade it twice, but you can mix and match the upgrade paths. pretty sure its not random, its armor at level 1> rage at level 2> lifesteal at level 3. its jsut that reserving it upgrades the reserve effect, and playing it upgrades the play effect, with a max of 2 upgrades over both effects
well, 1 bug discovered with evolving resistance, 1 major misunderstanding with how experimental cloning device works due to poor wording, I'd say its a successful vid for bug busting? lol
I know it wasn't important in the run but, having seen it, I kinda need to ramble a bit... Spliced Monstrosity seems... terrible? Someone who has more experience with the clan may be able to rebut this, but... it's a worse Thorn Hollow in every sense, isn't it? For once, you have to "culture" for it to work, so there would be units spawning in front of it, making it's spikes useless. Not to mention the amount of spikes would be pitiful in comparison with Thorn Hollow who even has better overall stats too. And the amount of healing cards you have and can play every turn is exponentially bigger than the amount of units you could spawn, specially because you have to kill them when you get up to seven. Anyone feel free to correct me, but it looks like Wilting Sapwood has some competition now... 😅 I really like the design so it's kinda sad, to be honest.
It seems bad, but the clan has more ways to trigger multiple Culture triggers per turn than Awoken has to Rejuvenate, so possibly it can climb. I also think the self-infuse is viable whereas Thorned Hollow sucks there, and this guy is small enough to fit in front of the champion. I want to try it before I knock it!
@@RisingDusk That's a good point, I didn't really thought about the self-infuse angle. Still I find it difficult in the sense that most units in the clan would spawn in front of the Monstrosity, taking away hits that should go to it's spikes. Looking forward to see you try it out!
You say no other spike can do anything at 0 energy, but waxen spike gives 4 burnout. Then again, you are also very vocal about thinking it should be X bunout like in your UBP. I agree to an extent, but it also makes the card very fun to play with its 0 cost effects
I anticipated someone would say this, so I actually put it in the video description! Anyway, Burnout 4 to the floor is way less impactful than this clan's spike at 0 ember.
@@RisingDusk yeah i agree, i think its a fair argument, but I dont really know how to change the spike and let it retain its identity, maybe X summon Recombinent Virus to play into the culture triggers? that would run into the cap very easily though. X * 8 contagion to enemy units or something might work, though it overlaps a lot with wyrmkin spike then
The way I'm reading that cloning device card is that the unit it summons needs to be in your deck (like, in the draw or discard pile), and you had no more units in the deck at the time you played it. I don't know that for sure, but I think that makes more sense than the card being so broken that it does nothing.
That is exactly how it works. Put intrinsic on it and you will have one extra unit.
@@z.georghesse2730 almost cried when he skiped the seekstone in the last ring :(
Yup he had the perfect chance to use it against seraph, but completely blew it.
I also said this elsewhere, but the language used by Experimental Cloning Device matches cards like Ancient Synergy and Imp-o-late, which both continue to count cards as being "in your deck" even after they're consumed or played. I believe it does work as you describe, though, so the tooltip is wrong. That's what tripped me up.
@@RisingDusk For me it was clear what it did, but maybe if the tooltip didn't had the 'deck' part it would be clearer as it is similar to Channelsong.
Gotta appreciate how you start sounding like a mad scientist while playing this clan!
As for Evolving Resistance, I think adding permafrost prevented it from purging itself on Reserve. It starts with armor, then adds rage, then lifesteal. The played version is floor-wide, while the reserve version is front-only. It's definitely not supposed to duplicate itself like that.
Experimental Cloning Device requires the unit to be unplayed, and not in your hand. It's great with Cheater's Hand.
cool run, love seeing the new stuff and your reaction to it
Me: Mom, can we have Little Fade Fire Light at McDonalds?
Mom: No, we have Little Fade Fire Light at home.
Little Fade Fire Light at home:
Man the mod is fun!
My thought is that Experimental cloning device works like channelsong in that the unit has to be in your deck (ie: not in your hand and not on any of the floors)
Edit: although if that is the case then it should be worded the same surely
I mean, when I read "From the deck" I assume the in play deck. And if you have no units in your deck. Well.. Prism retrieval rules I supposed.
@@dreaderlord My thoughts exactly, prism retrieval but different. I'm honestly a bit surprised Dusk didn't think about these 2 cards and how they work when reading the text (tho it is confusing, indeed)
The language used by Experimental Cloning Device matches cards like Ancient Synergy and Imp-o-late, which both continue to count cards as being "in your deck" even after they're consumed or played. I believe it does work as you describe, though, so the tooltip is wrong.
The way I read evolving resistance is that if you play it (and purge the original), it creates a copy with the play-effect upgraded. If you hold it it creates a copy with the reserve effect upgraded. It not purging was probably a bug to do with Permafrost. The card is actually insane if you get the right upgrades on it, imagine the final play-version with -2 and holdover. 5 armor, 3 rage, 1 lifesteal to the whole floor is nuts. Naturally you cant get holdover while it still has purge, but that goes away once it has been played twice. It does appear tough that in order to get that path you HAVE TO play it whenever you draw it, since holding it will trigger the reserve upgrade instead, and the card can only ever upgrade twice in total.
That seems to be the case, It upgrades itself whither you play it or not, if you play it it upgrades the play version, if you reserve it it upgrades the reserve version and purge is gone on the third iteration, just that the 1st and 2nd generation of the reserve kept replicating themselves due to frozen.
Yeah, there was a bug here, but I was also somewhat confused. I agree that the on-play effect even with a -1/-1 is insanely powerful. The reserve effect is much weaker.
The evolving resistance behavior must have been a bug, sure of it. I'm pretty convinced it's intended to behave like blazing bolt on reserve rather than on play. The upgraded reserve effect should be the armor gained. But I think it looks at the top card of your discard pile which the permafrost prevents the card from going. So the game finds another card than it's supposed to.
"Reserve draw +1" is a draw relic if you add permafrost to it.
Kind of? It is draw -1 the first time you draw it, so it only breaks even 2 turns after you've drawn it, and is only draw positive 3 turns after you've drawn it. That's pretty rough for investing a permafrost (and a hand slot) on it.
Frozen In Ice: the Champion path you rarely want to actually put on the floor.
I was playing Pathogens with Umbra a bit last week and having morsels trigger Culture felt a bit like back when morsels getting eaten triggered harvest. Their small size and the fact they go away automatically made it really strong, especially since you don't actually care if they get eaten or not.
Great run! Destructive Testing seems like it could be useful if you need to rebalance a floor (I've got to try this mod out)!
The cloning device has been covered by other comments so i'll talk about something else. I think there's something really cool to do with the replicate then kill your unit card and it's using it on your champion with the exile relics. It so happened you could have had both this run (not predictable tho), and since this champ line you went with perma scales itself it could get funky.
It's also a good way to trigger summon/rally/culture/incant effects in general, and in a weird way it acts as a "heal to full and dispel all buffs and debuffs".
I have no idea why Simplexvirus is 3 space. It would still be pretty bad at 1 space.
Yeah, absolutely.
At 45:15 it looks to me like the game checks the health of the unit(for contagion) before frostbite damages it, meaning it goes to the pyre with 5 health despite having contagion 6.
I am not sure if this should be considered a bug or not. Since frostbite was positioned to the left of contagion under the unit, I would expect the frostbite effect to damage it first, after which it would die to contagion.
As it behaves right now, that seems like quite the anti synergy between the 2 effects
Edit:
At 53:53 the opposite seems to be happening. The unit is left with 40 health, 12 frostbite and 28 contagion and it dies. In both instances contagion was applied first, so I can't figure out why it behaves differently
Yeah, I'm very confused about it, but the combat preview being wrong is a major downside to the clan right now.
I would assume based on the base text of evolving resistance, that it upgrades differently depending on whether you play it or reserve it. So if you play it, it purges itself and creates a copy with improved play-effect, and if you reserve it it purges itself and creates a copy with improved reserve effect. That said, it still seems somewhat random what upgrades you get, since you had copies with Armor 5, Rage 2 and Lifesteal 1, as well as copies with Armor 6 and Rage 3. It's also unclear whether the card can upgrade all the way on both paths, or whether it has a set number of total upgrades it can get.
All things considered, it's extremely difficult to tell what it is supposed to do (doubly so when it doesn't actually purge itself when you put permafrost on it), so a clarity change is definitely in order.
I think it is guaranteed 2 purges before it stops "evolving", it seems to behave a bit like a champion, you have 2 path options, and you can only upgrade it twice, but you can mix and match the upgrade paths.
pretty sure its not random, its armor at level 1> rage at level 2> lifesteal at level 3. its jsut that reserving it upgrades the reserve effect, and playing it upgrades the play effect, with a max of 2 upgrades over both effects
well, 1 bug discovered with evolving resistance, 1 major misunderstanding with how experimental cloning device works due to poor wording, I'd say its a successful vid for bug busting? lol
I wonder if the cloning device only works on cards still in the draw pile
I know it wasn't important in the run but, having seen it, I kinda need to ramble a bit... Spliced Monstrosity seems... terrible? Someone who has more experience with the clan may be able to rebut this, but... it's a worse Thorn Hollow in every sense, isn't it?
For once, you have to "culture" for it to work, so there would be units spawning in front of it, making it's spikes useless. Not to mention the amount of spikes would be pitiful in comparison with Thorn Hollow who even has better overall stats too. And the amount of healing cards you have and can play every turn is exponentially bigger than the amount of units you could spawn, specially because you have to kill them when you get up to seven.
Anyone feel free to correct me, but it looks like Wilting Sapwood has some competition now... 😅
I really like the design so it's kinda sad, to be honest.
It seems bad, but the clan has more ways to trigger multiple Culture triggers per turn than Awoken has to Rejuvenate, so possibly it can climb. I also think the self-infuse is viable whereas Thorned Hollow sucks there, and this guy is small enough to fit in front of the champion. I want to try it before I knock it!
@@RisingDusk That's a good point, I didn't really thought about the self-infuse angle. Still I find it difficult in the sense that most units in the clan would spawn in front of the Monstrosity, taking away hits that should go to it's spikes.
Looking forward to see you try it out!
You say no other spike can do anything at 0 energy, but waxen spike gives 4 burnout. Then again, you are also very vocal about thinking it should be X bunout like in your UBP. I agree to an extent, but it also makes the card very fun to play with its 0 cost effects
I anticipated someone would say this, so I actually put it in the video description! Anyway, Burnout 4 to the floor is way less impactful than this clan's spike at 0 ember.
@@RisingDusk yeah i agree, i think its a fair argument, but I dont really know how to change the spike and let it retain its identity, maybe X summon Recombinent Virus to play into the culture triggers? that would run into the cap very easily though.
X * 8 contagion to enemy units or something might work, though it overlaps a lot with wyrmkin spike then