“Collateral” has also thrown me off before. Turns out it doesn’t always mean “hits everyone”. Rather, collateral means it is pure damage but has “special targeting rules.” So sometimes that means it hits everyone, and sometimes that means something else, like on Thor’s board.
Cosmic Ray: I think it is pretty cool, it is like a sneak attack. It is never used it the turn he gets it either. (Apart from one card which is often sold). Cosmic Flare: Can't argue with this. Passive damage is a pain in the backside for opponents. Radiance: Anything that manipulates dice is fine with me. Rolling 4 dice on Defence gives you a 51% chance to hit a 6. I don't think we should underestimate Inner Light, 4 Pure damage into a Radiance for defence is at least a 6 HP switch your opponent can't do anything about (Not this time aside). With liking your combos: Think of your Aurora Wave with a 'six it' into a previously obtained Cosmic Ray. If you have dice mods you have the option to change any of 3 dice for maximum effect. I'll be holding Shine Bright til after the drop their WSE! If Scintillate cost 1 CP and you can ditch 2 radiance to prevent 6 damage that is worth it as 2 x Radiance on defence is only worth 4 HP.
✊🤓💜 More numbers…
For Cosmic Ray, being able to select the better of the two dice takes the average damage bonus from 3.5 to 4.4, a 26% improvement.
“Collateral” has also thrown me off before. Turns out it doesn’t always mean “hits everyone”. Rather, collateral means it is pure damage but has “special targeting rules.” So sometimes that means it hits everyone, and sometimes that means something else, like on Thor’s board.
That is a little weird. I'm also sometimes confused about the collateral rule.
Cosmic Ray: I think it is pretty cool, it is like a sneak attack. It is never used it the turn he gets it either. (Apart from one card which is often sold).
Cosmic Flare: Can't argue with this. Passive damage is a pain in the backside for opponents.
Radiance: Anything that manipulates dice is fine with me.
Rolling 4 dice on Defence gives you a 51% chance to hit a 6.
I don't think we should underestimate Inner Light, 4 Pure damage into a Radiance for defence is at least a 6 HP switch your opponent can't do anything about (Not this time aside).
With liking your combos: Think of your Aurora Wave with a 'six it' into a previously obtained Cosmic Ray. If you have dice mods you have the option to change any of 3 dice for maximum effect.
I'll be holding Shine Bright til after the drop their WSE!
If Scintillate cost 1 CP and you can ditch 2 radiance to prevent 6 damage that is worth it as 2 x Radiance on defence is only worth 4 HP.
Whitman says, Thanks for the feedback!
@@TheBuildPhase No worries, I am enjoying the journey and the videos