Griftlands

Griftlands

More Upgrade Variety
Arint's New Upgrades
Since I've basically been given the okay, I'm gonna list all alternate upgrades that could work for all of Arint's cards, in order on the Compendium. It's gonna be a lengthy one, folks.
Cannon Operation: Sticky Operation (Gains Sticky), Promoted Operation (Grants upgraded versions of Charge Up and Chest Beam, Increasing Defense and damage, respectively)
Deflect, Staff Bash, Staff Whip: Their Visionary upgrades gain Replenish instead of 'draw a card'.
Warrior Training: Heavy, Sticky, Lucid, and Clarity, just like the other three characters.
Beatdown: Mirrored Beatdown (Attack three times, maybe reduce damage?), Tall Beatdown (Increase maximum damage to 7 or 8), Twisted Beatdown (If you have no Overdrive, attack twice).
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Showing 1-15 of 16 comments
TheCopyUniverse 26 Jul, 2022 @ 11:56pm 
Breather: Boosted Breather (3 or 4 cards next turn), Stone Breather (4 Defense next turn)
Burning Beam: Wide Burning Beam (Hits all enemies, deal 1-3 damage), Enhanced Burning Beam? (It also applies 1 Scorched).
Center: Twisted Center (Fully Charged instead of Empty), Soft Center (Gain 2 Trance, no requirements. Less effective with Overdrive compared to other variants.)
Chemical Impact: Boosted Impact (3-5 damage), Enhanced Impact (Saturated: +7 damage).
Cleanse: Pale Cleanse (Costs 0), Stone Cleanse (Gain 4 Defense). Shame we can't choose which debuff to remove, right?
Commune: Pale Commune (Costs 0), Boosted Commune (3 Whisper of Hesh).
Defensive Spin: Boosted Defensive Spin (3-4 damage), Extended Defensive Spin (Attack once per action available, +1).
TheCopyUniverse 27 Jul, 2022 @ 2:45am 
Dizzying Blow: Boosted Dizzying Blow (4-5 damage), Surging Dizzying Blow (3 or 4 Overdrive).
Dynamo Beam: Pale Dynamo Beam (1 Action), Surging Dynamo Beam (Gain 2 Overdrive).
Exhaust Supply: Starry Exhaust Supply (Apply 6 Dazed), Stormy Exhaust Supply (Apply 6 Static).
Extrasensory: Twisted Extrasensory (Gain Flow instead of Trance), Stone Extrasensory (Also gain Defense equal to combined cost).
Harrow: Surging Harrow (Also gain 2-3 Overdrive when causing health loss). Militant Harrow (Martial)
Haze Strike: Starry Haze Strike (Apply 8 Dazed), Pale Haze Strike (Costs 0 at Saturation 10).
Hidden Dagger: Deep Hidden Dagger (Applies 1 Wound, either with or without Impromptu), Mirrored Hidden Dagger (Impromptu: Attack twice).
Instinct: Spined Instinct (Gain 2 Counter along with the Defense), Inductive Instinct (Gain a Beam Cell if you have Trance).
TheCopyUniverse 28 Jul, 2022 @ 1:38am 
Kickstart: Pale Kickstart (Costs 0, maybe gain 2 Wound), Twisted Kickstart (Gain 2 Impair).
Opportune Blast: Surging Opportune Blast (Gain 3 or 4 Overdrive), Militant Opportune Blast (Martial).
Overflow Beam: Wide Overflow Beam (Hits all enemies, no matter what), Cautious Overflow Beam (Gain 1 Cooldown unless Fully Charged).
Serene Force: Twisted Serene Force (2 Dazed per Beam Cell), Stone Serene Force (Gain 2 Defense per Empty Cell).
Shocking Display: Inductive Display (Gain 1 Beam Cell, then gain Overdrive), Twisted Display (Gain 1 Overdrive for each Empty Cell).
Spark Transfer: Stormy Spark Transfer (Apply 5 Static), Focused Spark Transfer (Choose your target).
Taunt: Boosted Taunt (5 Defense, 3 Presence), Thorny Taunt (2 Counter)
TheCopyUniverse 28 Jul, 2022 @ 2:47am 
Technician: Sticky Technician (Sticky), Inductive Technician (Gain 1 Beam Cell).
Think Ahead: Hypnotic Think Ahead (Gain Trance equal to its cost), Terrifying Think Ahead (Gain Presence equal to its cost).
Toxic Smite: Compound Toxic Smite (Saturated 6), Stormy Toxic Smite (Apply 8 Static).
Trade-Off: Terrifying Trade-Off (Gain 4 Presence), Surging Trade-Off (Gain 2 Overdrive)
Tremorsense: Twisted Tremorsense (Discard instead of draw), Stone Tremorsense (Gain 3 Defense).
Twirling Whip: Boosted Twirling Whip (4-5 damage), Twirling Whip of Stars (Apply 2 Dazed)
Unholy Rage: Boosted Unholy Rage (3-5 damage), Mirrored Unholy Rage (Spend 2 Trance, attack 3 times).
TheCopyUniverse 29 Jul, 2022 @ 12:43am 
Wireless: Surging Wireless (3 Overdrive), Wide Wireless (Trigger all enemies' Static).
Aether: Surging Aether (+2 Overdrive next turn), Visionary Aether (Gain 1 Action).
Anti-Mech Spike: Stifling A-M Spike (Apply 1 Impair), Swift A-M Spike (Costs 0, 1-3 damage).
Assessment: Pale Assessment (Costs 0), Sticky Assessment (Sticky).
Aura Strike: Stormy Aura Strike (3 Static per Trance), Wide Aura Strike (Apply 1 Static to all enemies).
Brace: Boosted Brace (3 Beam Charge next turn), Thorny Brace (Gain 2 Counter per enemy).
Cage: Boosted Cage (6-8 damage), Stone Cage (+4 Defense).
TheCopyUniverse 29 Jul, 2022 @ 3:53pm 
Chemical Bolas: Wide Bolas (Hits all enemies, Applies 1 Strange Chemical and Improvise increases it by 1), Fiery Bolas (Replace Strange Chemical with Burn).
Circuits: Inductive Circuits (Gain a Beam Charge- afterwards, if possible), Visionary Circuits (draw 2 cards when storing Beam Charge).
Concussion: Rooted Concussion (Increase minimum damage to 4 or 5), Militant Concussion (Martial).
Core Reboot: Enduring Core Reboot (lose Expend, but gain Cooldown?), Hypnotic Core Reboot (Gain 1 or 2 Trance per Beam Charge spent).
Critical Blow: Stifling Critical Blow (Also apply 0 Impair), Rooted Critical Blow (5-8 or 6-8 damage).
Disarray: Stone Disarray (3 Defense instead of 2 Defense), Terrifying Disarray (Gain 1 Presence on hit).
Electric Beam: Pale Electric Beam (Costs 1), Compound Electric Beam (Saturated 8: Replace remaining Strange Chemical with Static).
TheCopyUniverse 30 Jul, 2022 @ 2:49am 
Energizing Wallop: Surging Wallop (+2 Overdrive on Health loss), Militant Wallop (Martial).
Focused Beam: Enduring Focused Beam (Loses Expend, maybe gains Cooldown), Inductive Focusing Beam (Gain 2 Beam Charge first), Heavy Focused Beam (Costs 2, but deals 15 damage per Beam Charge spent).
Hyper Strike: Swift Hyper Strike (Costs 1, but deals less damage- maybe 1-3), Stormy Hyper Strike (+2 Static).
Magnetize: Unleashed Magnetize (Loses Contained), Pale Magnetize (Costs 0).
Manual Detonation: Pale Detonation (Also costs 0 if the target has any Strange Chemical- alternatively, it's Compound Detonation and it costs 0 at Saturated 10), Stifling Detonation (Gain 2 Impair instead of 3 damage).
Mechanism: Restored Mechanism (Replenish), Sticky Mechanism (Sticky), Twisted Mechanism (Improvise from your Discard pile).
Mobile Guard: Stone Mobile Guard (3 Defense instead of 2), Ingenious Mobile Guard (Improvise a card afterwards).
TheCopyUniverse 5 Aug, 2022 @ 1:59am 
Motion: Lucid Motion (Draw 3, Gain 2 Trance/Presence, Expends), Ingenious Motion (Improvise twice).
No Sell: Persistent No Sell (Sticky), Pale No Sell (Costs 1).
Opportune Beam: Cautious Opportune Beam (Gain 1 Cooldown), Nailed Opportune Beam (Piercing, either by base or Impromptu).
Planned Attack: Militant Planned Attack (Martial), Boosted Planned Attack (4-6 damage).
Power Stance: Pale Power Stance (Costs 1), Induction Power Stance (Gain 1 Beam Charge).
Prey Upon: Dreadful Prey Upon (Applies 1 Dread if target has no Panic meter), Nailed Prey Upon (Piercing).
Redirection: Stone Redirection (Saturated: Also gain 3 Defense), Terrifying Redirection (Saturated: Also gain 3 Presence).
TheCopyUniverse 5 Aug, 2022 @ 2:21pm 
Reflex Boost: Spiny Reflex Boost (7 Counter per Overdrive spent), Pale Reflex Boost (Costs 0, but Counter gain per Overdrive reduced to 3-4 each)
Ripple: Wide Ripple (Hits all enemies, might reduce to 1 Resonance), Pale Ripple (Costs 0, might reduce to 1 Resonance)
Rolling Throw: Flowing Rolling Throw (Gain 1 Flow), Stone Rolling Throw (Gain 2-3 Defense).
Saturation: Boosted Saturation (Next 5 attacks), Coated Saturation (attacks apply 5 Strange Chemical).
Scatter Beam: Pale Scatter Beam (Costs 1), Stifling Scatter Beam (Also apply 1 Impair).
Shield Cycle: Surging Shield Cycle (Gain 1 Overdrive per spent Beam Charge), Hypnotic Shield Cycle (Gain 1 Trance per spent Beam Charge).
Shock Assault: Surging Shock Assault (Gain 1 Overdrive), Starry Shock Assault (Apply 1 Dazed per attack).
Last edited by TheCopyUniverse; 4 Jan, 2024 @ 1:07am
TheCopyUniverse 5 Aug, 2022 @ 3:54pm 
Signal: Pale Signal (Improvised Attack costs 2 less), Twisted Signal (Maneuver instead of Attack).
Storm Field: Pale Storm Field (Costs 1), Wide Storm Field (1 Static to all enemies).
Stylish Bash: Pale Stylish Bash (Costs 0 if Improvised), Tall Stylish Bash (3-14 damage).
Surplus: Compound Surplus (Saturated 10: Apply 6 Strange Chemical), Mirrored Surplus (3-4 Strange Chemical, but it's applied twice)
Toolbelt: Toolbelt of Ingenuity (Improvise twice or Improvise + 2 cards, gain Beam Charge per Cannon Ops card), Pale Toolbelt (Costs 0, maybe adds Cooldown)
Vivify: Enduring Vivify (Loses Expend), Surging Vivify (Gain 2 Overdrive)
Wild Flurry: Wide Wild Flurry (Attack 3 random enemies), Focused Wild Flurry (Attack twice).
Last edited by TheCopyUniverse; 20 Nov, 2024 @ 3:03am
TheCopyUniverse 6 Aug, 2022 @ 1:40am 
All-Out Surge: Heavy All-Out Surge (Costs 5, 14-18 damage), Softened All-Out Surge (Spend half your Beam Charge).
Ascension: Enduring Ascension (Loses Expend), Persistent Ascension (Gains Sticky).
Beam Barrage: Boosted Beam Barrage (7-9 damage), Starry Beam Barrage (Apply 1 Dazed, Contained)
Bio-Chemical: Compound Bio-Chemical (Saturated 6), Enduring Bio-Chemical (2-5 damage, removes 10 Strange Chemical instead of Expends).
Bombardment: Enduring Bombardment (Loses Expend, resets on play), Unleashed Bombardment (Loses Contained).
Charged Strikes: Boosted Strikes (5 bonus damage), Deep Strikes (5 Wound).
Conduction: Stormy Conduction (Triple Static), Induction Conduction (Gain full Charge).
Last edited by TheCopyUniverse; 4 Jan, 2024 @ 1:34am
TheCopyUniverse 8 Aug, 2022 @ 1:16am 
Doom Strike: Terrifying Doom Strike (+2 or +4 Presence), Twisted/Focused Doom Strike (Apply Existential Crisis equal to twice the damage).
Excess Surge: Enhanced Excess Surge (1 damage, 2 bonus damage per Overdrive), Pale Excess Surge (Costs 1).
Follow Up: Enduring Follow Up (Remove all Dazed and apply 10 Dazed instead of Stun, no Expend), Wide Follow Up (Apply Stun to all enemies).
Holy Warrior: Pale Holy Warrior (Costs 1), Sacred Holy Warrior (Apply 1 WoH to all enemies), Unleashed Holy Warrior (Loses Contained).
Incapacitate: Starry Incapacitate (Apply 2 Dazed, then double), Heavy Incapacitate (Costs 2, quadruples Dazed).
Nightmare: Pale Nightmare (Costs 0), Starry Nightmare (Also Apply 1 Dazed).
Overload: Boosted Overload (3 Overdrive and 8 Defense), Surging Overload (4 Overdrive), Stone Overload (10 Defense per turn), Pure Overload (Lose no actions, 1 Overdrive and 4 Defense).
TheCopyUniverse 29 Aug, 2022 @ 2:54pm 
Overrun: Lasting Overrun (Costs 4-5, but cost reduction lasts for the rest of combat), Boosted Overrun (Deal bonus damage equal to double the target's defense).
Propagate: Pale Propagate (Costs 0), Enduring Propagate (Loses Expend).
Quiver of Fear: Terrifying Quiver of Fear (Apply 2 Existential Crisis before doubling it), Boosted Quiver of Fear (Apply 3 Dread and triple Existential Crisis).
Speed Burst: Enduring Speed Burst (Loses Expend), Ingenious Speed Burst (Impromptu: This costs 1 less this turn).
Stunning Force: Starry Stunning Force (Apply +4 Dazed), Wide Stunning Force (Hits all enemies, 2-4 damage).
Tenacity: Terrifying Tenacity (Gain 1 Presence afterwards), Boosted Tenacity (Reduce the cost of a random card by 2, or 2 random cards by 1).
Vagrant: Pale Vagrant (Costs 0), Heshian Vagrant (Also remove 3- or all- your debuffs.)
Well Rested: Visionary Well Rested (Draw 2 cards when you Expend a card), Cunning Well Rested (Improvise an Expend card).
TheCopyUniverse 4 Jan, 2024 @ 2:37am 
And now for Negotiation cards! (Man, I was gone for a WHILE. Might take some time to figure out the rest, too.)
All Business: Initial All Business (Gain Ambush), Lucid All Business (4 Defense, Expend)
Anticipate: Promoted Anticipate (Adds a Boosted Proactive, it has X+3 Composure), Lucid Anticipate (Expends, but adds an Enduring Proactive)
Backup: Enhanced Backup (Increases by 2 when it enters discard, but starts at 0), Twisted Backup (Increases value when drawn, grants Composure when it enters Discard)
Bond: Pale Bond (Costs 0), Enduring Bond (Loses Expend)
Brave Face: Pale Brave Face (Costs 0), Wide Brave Face (2-3 Composure to all your arguments)
Caution: Pale Caution (Costs 0, applies 1 Composure per card played), Wide Composure (1 Composure to all arguments for each card played)
Combative: Twisted Combative (Apply 2 Vulnerability), Pale Combative (Costs 0, 1 Flustered)
Confidence: Tall Confidence (1-5 damage), Pale Confidence (Costs 0, 0-2 damage)
Last edited by TheCopyUniverse; 4 Jan, 2024 @ 10:05pm
TheCopyUniverse 4 Jan, 2024 @ 10:48pm 
Contempt: Boosted Contempt (Gain +1-2 extra Rejoinder), Baited Contempt (Gain 1 Bait)
False Security: Pale False Security (Costs 0, 2 Composure), Enduring False Security (Loses Expend, maybe costs 2)
Hypothetical: Enduring Hypothetical (Loses Expend, 4 Composure), Mirrored Hypothetical (Create 2)
Ignore: Stone Ignore (Gain 2 Defense per inception removed), Soft Ignore (Gain 1 Dominance per Inception your opponent has instead of removing all Inceptions)
Impose: Unsettling Impose (Incept 1-2 Flustered), Pale Impose (Costs 0, 1-2 Vulnerability)
Jurisdiction: Enhanced Jurisdiction (2 Authority), Stone Jurisdiction (Apply 2-3 Composure to Authority)
Overshare: Hesitant Overshare (Gain 1 Scruple, first), Visionary Overshare (+1-2 card draw)
Plant: Unsettling Plant (Apply 1 Flustered), Swift Plant (Costs 0, 0-2 Planted Evidence)
Last edited by TheCopyUniverse; 20 Nov, 2024 @ 4:27am
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