rav950
Junior Member
![*](//storage.proboards.com/forum/images/stars/star.png)
Posts: 106
|
Post by rav950 on Jan 24, 2012 14:11:08 GMT -5
Pick your poison isn't always auto-include for me. You're nuts. 3 cost, +1 gold, get a preview of everything in your opponent's deck, grab the most useful thing to you right now or the one thing they need to win. I've kneecapped combo decks with this by pulling out their big finish. If Quick Study is an auto-include (and it should be), Pick your Poison definitely is.
|
|
|
Post by crazygambit on Jan 24, 2012 16:54:39 GMT -5
I don't quite follow. You're saying Red is over powered because it has discard and archive retrieval and then that it's weak because it can't counter RI. That's a good thing IMO. Discard lock is bad, and archive retrieval should have a counter-measure available (even though many wouldn't run it). I forgot Radical Demotion. So if you're running green and/or blue you're possibly OK, assuming you start with more than one of the aforementioned cards in your hand. The other 4 colors (including gold) can't address it adequately. So when you're talking about current meta, you're talking about how people have responded by seeing a requirement for more counters.... which then spurs the "too many counters" discussion. Well blue are green are by far the most popular colors, particularly as support in green's case. If a deck gets trounced by either, it's just not very good. Calling RI to be nerfed, when it can't beat them is pretty ridiculous IMO. Even the other colors can beat them, it just takes a little more creativity to pull off. For Purple you need Shameless Theatrics to get rid of Pantheon (hopefully right after it's cast). You then copy RI with Clothes Make The Man (hopefully 2x) and he's in big trouble. Red has discard and archive manipulation. Answered Prayers (play it right after he tutors) and then pick RI up with Ancestral Discovery. It's not nearly as easy as with those other colors, but you can combine the different strategies (Clothes Make the Man and then counter, for example).
|
|
|
Post by The Rancord on Jan 24, 2012 17:04:20 GMT -5
1. Cards are balanced they are strong but clunch your hand early. I never play 5 a piece, cause then u will sometime have 3 on starter hand. I do agree that Blue/greed ones are much stronger, than the others.
2. Overrated Card, I highly dislike that I depend on enemy deck. And its superslow.
3. Another Overrated Card, I have no problems that you abuse it.
4. Hard to say, but I think its ok, especially with new cards it can be quit evil.
5. I dont like the idea
6. 2 Infleunce and it is fine, I think its pretty ok anyway.
7. Colleteral is good, it just doesnt fit at the moment for a good strategy, but way will be discoevered and new cards will come that make this better
8. Im not quit sure about this, I think rather give her 1 power so he doesnt die to upheavel
9. I think erasing 2 cards or so are enough. Mass Removal needs to be at 6 cost, and I doubt anyone would play it.
10. I think its fine, no need
11. I generally think that all browse through something cards are a bit problematic
12. The card costs 10, Its now abuse and fine. Also you can set your allrdy won regions back to 3
13. This is quit true, but u score one in every region wich is quit strong
14. AGREED
15. I dont understand this
|
|
|
Post by Tuism on Jan 24, 2012 17:13:57 GMT -5
3 cost, takes up one of 2 action slots for half a day. If I'm running a rush I would rather spend the 3 on gaining momentum. Your opponents deck might not have answers to what you need right now - I've had many instances where the best take was probably an income booster, as it was early game. Which means I shouldn't run 5. Situationally it's really great, but you're not gaining card advantage, you're hopefully going to find something offensive cos not everyone packs the right cards for your strategy (too expensive, too weenie to bother, whatever) or you don't find answers to threats already on the table. It's not an auto include for me. Neither is quick study, which isn't quick at all ![:P](//storage.proboards.com/forum/images/smiley/tongue.png) depends on my strategy.
|
|
rav950
Junior Member
![*](//storage.proboards.com/forum/images/stars/star.png)
Posts: 106
|
Post by rav950 on Jan 24, 2012 17:38:30 GMT -5
There's always something in an opponent's sequence that will mess with their own plans. Counters. Fat agents, like a Cesare to skip their counters and block their Cesare. Kill cards. Resets. Dropping multiple weenies. Draw. Discard.
And that's totally aside from the big benefit of you knowing what's coming up from browsing their full sequence.... so you're much better prepared than your opponent. In the early game, you can't always tell their bigger plan.
Sometimes a resource booster is your best pull, absolutely. And if I really wanted one, I would want to be able to get one.
And I would definitely classify it as card advantage. You're +1 good card, they're -1 good card.
If I had 5, at 3 cost, I'd run 5. At a higher cost, I'd still run it... but probably only 1 or 2. The changes to browsing stand to improve the effectiveness of this card substantially.
|
|
|
Post by The Rancord on Jan 24, 2012 17:51:30 GMT -5
Gamble cards are usually very cool but not very consistent. Also if you consider this as card advantage you dont understand the meaning of it ![:)](//storage.proboards.com/forum/images/smiley/smiley.png)
|
|
|
Post by crazygambit on Jan 25, 2012 11:16:24 GMT -5
There's always something in an opponent's sequence that will mess with their own plans. Counters. Fat agents, like a Cesare to skip their counters and block their Cesare. Kill cards. Resets. Dropping multiple weenies. Draw. Discard. And that's totally aside from the big benefit of you knowing what's coming up from browsing their full sequence.... so you're much better prepared than your opponent. In the early game, you can't always tell their bigger plan. Sometimes a resource booster is your best pull, absolutely. And if I really wanted one, I would want to be able to get one. And I would definitely classify it as card advantage. You're +1 good card, they're -1 good card. If I had 5, at 3 cost, I'd run 5. At a higher cost, I'd still run it... but probably only 1 or 2. The changes to browsing stand to improve the effectiveness of this card substantially. Running 5 would be a disaster IMO. It's just too slow. It's very nice in the early, mid-game if you can get something nice out of your opponent's deck. I much prefer it to Quick Study. However late game it's usually to slow to get an answer you need to a threat on the board or you're so far ahead that it doesn't matter. Don't understimate the time it takes to look through their whole deck to pick something.
|
|
rav950
Junior Member
![*](//storage.proboards.com/forum/images/stars/star.png)
Posts: 106
|
Post by rav950 on Jan 25, 2012 12:58:27 GMT -5
Well, I tossed a bunch of ideas out there and obviously not all of them are good. I just built a resource denial deck and ran it last night with much better results than my previous attempts (even with Brontobeuf copying and throwing 2 collateral damages back in my face). I guess I didn't have the right formula before.
|
|
|
Post by The Rancord on Jan 25, 2012 13:33:01 GMT -5
In this game denial Strategies are heavely dependent on start hands. Unfortunatly not alone yours, but also the enemies.
Control decks usually can get away with medicore hand, if the enemy doesnt play a fast deck andd has the godlike hand. *cough Romulus Rush*
So a Control deck will be more consistent, becaue cards like Forced Inheritance are available.
|
|
|
Post by Brontobeuf on Jan 25, 2012 13:37:15 GMT -5
1. X cards that directly score points need to be reigned in. Royal Intervention specifically, Judgement Day as a distant second since it has a land dependency. These cards need a higher base cost. I could see people still abusing them at 5, but that at least sets a more appropriate bar.
--> at first it has been released with 1 cost. RI is too strong because of the lack of answers, not by itself.
2. Pick your Poison is very undercosted, speaking as an abuser. For 3 get to filch the best card out of your deck, or maybe the one card that screws me. This should cost 5 or 6, with no +1. And I'd still run it. Its a very, very strong effect.
--> I think it's fine as it is. I'm never scared by it when opp plays one.
3. Clothes Make the Man is insanely undercosted, once again speaking as an abuser. It is one of the cheapest actions in the game at 2. It should be a mid-range investment, around 4. I've been using it to gain massive memory advantage in the early game in chains with In-Depth Analysis. Its a fun trick, but its too cheap to pull off and shouldn't be this easy.
--> surprises are so strong right now, that this card is just good against decks that don't have surprises. It's fine as it is.
4. Brilliant Burglary is overcosted. Economy denial should be viable, but this card fires off too late and there are too many early game effects that give you large economy boosts. This card should either cost 3, cost 4 and ding the opponent for -2, or add a +1 gold to its ability.
--> i think that ressource destruction should be viable with more cards, not by improving this one.
5. To go hand in hand with the above, I'd suggest a 1-cost 0/1 +1 gold thief agent "pickpocket". When it blocks, the opponent gets -1 gold.
--> why not!
6. Underground Passage is very overcosted. It should be 2 cost, or give an opponent -2 gold.
--> true
7. Collateral Damage is nice, but in many games its functionally useless by the time it gets out. I recommend changing it to "opponent gets -2 gold, opponent agents get -1/-1, opponent locations lose -1." This gives it a lot more utility while in keeping with the theme, and makes it a useful but not overpowered addition at 7.
--> the card is really fine right now.
8. Claudia Auditore's ability should resolve at surprise speed, like Egidio Troche. They are effectively counters to each other. Its OK for Claudia to pay more for the privilege though.
--> why not
9. A site needs to be made that erases all cards in the archive as an anti-red open, and it should probably be a gold card since its likely to be universal as the game grows. My better decks often relied on fetching cards out of the archive to pummel my opponents with. While discarding might need a counter, this particular function is very unique to red and is a bigger thing to counter than "faith agents rest twice as slow".
--> be patient, more cards will come. Archive retrival is strong right now, but not OP as it is very slow.
10. Speaking as an abuser, discard effects should not be able to hit a card drawn at the start of a day. I can time my discard effects to effectively lock another player out of any chance of recovery, especially with Devout Citizens. This can just lead to long, unsatisfying games. Cards drawn at the start of a day need a 2 second "grace period". After that, they're totally fair game.
--> I was thinking about this one a lot. I'm not sure that a protection period is the solution. I'm still not sure either, that this need to be fixed.
11. If I am playing Ancestral Recovery and my Opponent plays Doomsday in response, my Ancestral recovery should be negated. Period. As it is, I can sit, wait for Doomsday to resolve, and then select my memories safely. This is also abusable on Answered Prayers, where you can get it sit until the player gets a memory, and then force it to discard.
--> 100% correct
12. As an abuser, Animus Reboot should set you to zero instead of 3. If you hit the reset button, you shouldn't potentially get a benefit.
--> agree too
13. Crypt Della Visitazione is overcosted. By the time you've played this, you've already used every discard effect that's worthwhile or the opponent has played through most of their hand too. I'd make this a 3 -1 gold... most early game discard effects are cheap, so the -1 gold is your price to pay.
--> overcost, yes. Gives -1, no.
14. Any agent currently marked as "safe" needs an obvious, visual indicator since it persists til expended. I'd suggest a shield. Every ability could use an icon like this, but safe is the only one that I think really needs it.
--> so needed!
15. Some sites should come into play and then resolve, much like a Knight Templar. I'll suggest that this would make Military Workshop, Basilica Maria Del Fiore and Market Street a lot more sexy.
--> why not
16. Obedient Priest should give target agent the recover ability until rested. Nothing else does this, and its a nice counter to all the cards that nail the stats on your hitters. Would make it something to consider adding to a sequence, even though it is easily nailed.
--> why not
17. Role Reversal does the same thing as Power to the People, but Power to the People is a gold card AND costs less. Sure, Role reversal is a surprise... but you have to run purple to use it. Power to the People should cost more (and work consistently, its buggy), and Role Reversal might be more useful as "The site with the highest influence becomes 0". That way, you could at least ditch it for a +1 gold if you needed to. Purple isn't about sites, its about speed weenies, so this shouldn't come back to bite you in the butt.
--> i prefer role reversal, it's a surprise. No need changes here.
18. Uberto Alberti should be a 2/3 and an official. Right now, you just chuck chumps at him to block him and he rarely activates his ability. Which I suppose is fine, because he's seriously buggy.
--> the guy is just too weird. Strong but costy. I like him the way he is now, but I wouldn't be shocked if he was modified.
19. Francesco Troche needs something else to make him exciting. At least a +1 gold, but a +2 would be better. He's not a speedy threat, and he's very blockable, so he should be a gateway to bigger, better beaters. Blue doesn't worry about blocking as much as people worry about blocking blue.
--> why not
20. Rich Merchant. He's not really that rich, at all. This guy should be a super cash generator. Make him 2/3, cost 5, +1 gold, and give him the ability to increase your gold by +2 in a standard half day on/off timing.
--> why not (but i like him now)
Good suggestions globally!
|
|
|
Post by Tuism on Jan 25, 2012 13:38:24 GMT -5
Well its also about their nature - control decks are planned to run longer, therefore has by ratio more time to get the cards it needs to win. By contrast any faster decks (agent or site rush, gold denial, card denial, etc) plans to win within a shorter time, and if it can't accomplish that it simply doesn't have the steam to carry on its fight as both players have more resources to work with mid/late game. Both polarities are fun to explore ![:)](//storage.proboards.com/forum/images/smiley/smiley.png)
|
|
|
Post by UnCL0NED on Jan 26, 2012 3:36:18 GMT -5
I agree with Tuism on Resource Denial, If these cards are buffed more, they will be way overpowered. Maybe there should be a black site card that says: "Opponent regains gold 1/3 slower" or something. Making cards like Collateral Damage more interesting to play along side...
For the rest I think you have a lot of valid points here rav950!
|
|