i have been working on the achievement and this game kinda grew on me. i made a topic back in 2018 and i have decided to revisit it because the cards below still don't function properly. today I just saw the maze use THREE effect cards. how broken can it get?
Sudden Hailstorm
Ice-based trap that deals 3 damage to the Mahar and reduces damage done by both players by 3. This effect lasts for 3 turns. You may only have 3 Sudden Hailstorm cards in your deck.
it does not reduce damage dealt by either players.
combo cards in general
effect combo cards only come into effect after the next turn. is it supposed to be this way?
Bountiful Banquet + Healing Potion
Increase the amount of HP recovered from healing cards by +2, but reduces your attack damage by -1. This Active Effect will remain in play for 5 turns. You may use one other card in addition to this one, with the exception of another Combo card.
it does not give +2 healing bonus (the healing potion still only heals 5hp).
after some personal testing, the card Aphrodite (heal 5 hp two turns passively) does get affected by Bountiful Banquet. this concludes that Healing Potion is probably not considered a healing card.
Box of Sugary Sweetness
Your attacks now deal 2+ additional damage. Lasts 2 turns.You may use one other card in addition to this one, with the exception of another Combo card.
the bonus damage applied by Box of Sugary Sweetness is applied to some cards with additional attacks {e.g. Flurry, Swipe) but not Mystic Fury.
a Flurry card with added damage counts as two attacks and thus is increased by +2 twice, totals 8 damage.
this isn't true, however, for Mystic Fury. this card's additional damage only counts as a single attack and is only increased by +2 once.
decay
Places a Bleeding Ailment on both the Enchanted Padlock and its Active Guardian, dealing 2 damage to each at the end of the Maze player's turn. This Active Effect will remain in play for 3 turns.
the bleeding ailment is placed, but it doesn't do any damage.
Explosive Lavana Fruit
Fire-based trap that deals 4 damage to the Mahar. The Mahar player will be unable to play any healing cards for 3 turns. If there is an Active Guardian, that Guardian will take 3 damage from Explosive Lavana Fruit. You may only have 2 Explosive Lavana Fruit cards in your deck.
"It deals damage but doesn't prevent me from healing for 3 turns." (thanks to for pointing this out!)
Overpower
Deals 4 damage to the Enchanted Padlock, ignoring any effect that might prevent or reduce damage
it should deal 4 damage to the padlock, no matter what. however, this card is affected by damage-reducing effects, applied from the following cards:
the damage is also redirected to the guardian, when meat shield is in play.
watcher
Any time a Guardian is killed by the Mahar while Watcher is in play, all Ailments currently applied to the Mahar are removed Watcher will remain in play for the duration of the game, or until destroyed.
whenever the guardian dies or their turn count reaches 0, any ailments afflicting the Mahar are not removed.
Willing Sacrifice
A Guardian card of your choice is discarded from your hand and replaced with 2 cards from the top of your Deck.
Effect: Bloodbath - If Bloodred Lasirus is discarded by Willing Sacrifice, place or refresh a Bleed Ailment on the Mahar for 2 turns.
Effect: Dedication: If Graveyard Irion is used as the Willing Sacrifice, the Enchanted Padlock is healed 5hp
I have never seen these effects come into play. maybe they don't work at all (?)
I would suggest these cards' descriptions get fixed if having the effects actually work is too much of a task at first.
I have seen many users point out that if the game was fixed somehow, it would be a bit better to play, which I agree.
also, I would like to point out how broken certain cards are (i see you, noxious vials), especially the huge amount of damage-reducing cards the Maze has, but this is more like a feedback.
thanks for checking in! :)
In the future, please do not make duplicate topics. There is no necro limit for this forum. However, since this topic looks a little more complete, I am locking the other old one as a duplicate.
Dexter by ❤
@ Destiny Thanks for the clarification!
So much support for this. I know this game is a small concern in the grand scheme of Subeta but it is so broken.
The player is already at a disadvantage in this game but with all the broken cards and effects, there are SEVERAL rounds where the players turn amounts to 0. And with the Maze healing as much as it does, it makes the game extremely hard to win.
Owing that there is a win 100 games achievement, I hope staff will consider fixing this one.
Also thanks for putting this all together! I was just about to type up a similar thread if there wasn’t one already. Though seeing that your old thread was 4 years old makes me sad lol. Did anyone ever address this concern?
SELL ME FOOD PLS? 🡺 CLICK HERE 🡸oh damn. i've been having fun with this minigame and thought i just didn't understand it properly.
turns out. very bugged.
until the cards are fixed, can the descriptions at least be updated to reflect their true behaviour?
throwing my voice into the group void on this one, this game is really bugged, especially considering the 100-game achievement attached to it. i've made it my goal to win at least a game or two of it each day in an effort to get the achievement eventually. at first it wasn't too difficult and pretty fun, but after i won 5-6 times over a few days, suddently the maze was getting to play 3 effect cards, and every single move was damage reducing to the point that my cards could never even cause 1 damage let alone enough to make a dent. it has been nearly impossible to win since i won 5-6. i rarely ever see healing cards, and the maze constantly has cards causing ailments left and right, and most of my turns just end with me losing health and doing no damage at all to the guardian or the padlock. the game is a really cool idea and i enjoy playing it, but man, it's getting tough with all the bugs. :/