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thank you for mention though!
1.SnakeFlower Badge will make all card removing or transforming action become gain that card.
2.Items can't be changed when has Illegal Weapon power,new grabs will always be thrown.
Great mod over all but the balance is close to the cinders mod of ds3.
Dame Da Ne Guy: Have no fear, Dame Da Ne Guy is honma here! I heard that you roku need some assistance getting through this shelled Avocado?
Avocado: Dame Da Ne Guy?!? Impossible!
Spire Slayer: Dame Da Ne Guy! This Avocado is going to make me Baka Mi-Die! Here! Take these Nunchaku!
Dame Da Ne Guy: Try and Blocka Mitai this, Avocado! Your-gamanai Plated Armor can't withstand kono Nunchaku moves! SAYONARA!
Avocado: Noooo!!!! Now the Spire will be Slayed! Curse you Dame Da Ne Guy!
@othefoolo : Badges are a way to snowball the game. As heat is kinda strong early on but falls off later, badges give the player some leeway to experiment with wilder builds. At least that was my design objective at first. The fiend fire in particular is meant as a finisher fit for most decks, while being thematic to the badge; heat buffs every fiend fire hit, items buff every fiend fire hit and minigames can fuel the fiend fire with either more cards or temporary strength.
Also, the Taunt dropping early is exactly on point, it is kinda like ironclad's bash. Either you upgrade it early for the combined defense and heat, or you drop it as fast as possible.
Thanks both for your feedback and kind words!