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Themist
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Post subject: Are You Strong Enough To Admit Something Is OP'D Game Posted: Tue May 04, 2010 2:17 pm |
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Joined: Tue Mar 24, 2009 2:57 am Posts: 93
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Lets see if this works...I'm not sure if it will...lol.
Here's the game...
Pick something from your own deck that you feel might be Over Powered...
This could get interesting...
First off, my deck has zero rares in it...but if I had to pick something from it that may be op'd, I'd have to say that Hadarck's Fort is a good card at 4 flux. But, no more of a bargain then Beacon of Celador/Gossamer Palace at 2 domain or Eye of Varexes/Trebuchet Emplacement at 3 domain in domains that have Turbo Domain Gain.
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queeshai
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Post subject: Re: Are You Strong Enough To Admit Something Is OP'D Game Posted: Tue May 04, 2010 4:09 pm |
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Joined: Fri Nov 13, 2009 8:26 am Posts: 139
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astridian forum. even without the ability, this is a decent building because you can cast it as a c-site on the second turn. the ability can be game-ender. surprised this isn't a more popular card -- all my decks (across every domain and many combinations) are made better by it. a possible downgrade would be to change the use cost to zero flux, but discard *two* cards to make opponent discard one. this would also help make the DL card "knowning despair" look less pathetic by comparison.
arcane adjustment. very flexible -- it is effective both offensively and defensively. crazy powerful (when it works). cost should probably be two flux. this is tempered by the fact that the card is still buggy and doesn't work in many situations where it should. however, if you run the card a lot, you have a pretty good idea of when it will work.
mist: I don't think the comparison of fort to beacon is fair because beacon requires two sylvan domain. the main complaint (that I hear) about the fort is that you can claim the center well with it on round three -- helping make hall/mahal/fort/organ/overclock/tales such a silly strong deck.
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Themist
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Post subject: Re: Are You Strong Enough To Admit Something Is OP'D Game Posted: Tue May 04, 2010 4:40 pm |
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Joined: Tue Mar 24, 2009 2:57 am Posts: 93
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Congrats Queeshai....
You have been now been dubbed strong...
Agree with the Beacon, but its ablity surpasses Fort Imo...
Also agree with Forum and like your suggestion to adjust it...
Arcane is strong but not crazily op'd imo...
Good to see that you can turn a deserning eye at your own cards...congrats.
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Zblader
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Post subject: Re: Are You Strong Enough To Admit Something Is OP'D Game Posted: Tue May 04, 2010 7:19 pm |
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Joined: Thu Nov 26, 2009 4:10 am Posts: 829
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Well, this is a deck that needs fine tuning, but I'd Vapor Mahal. 5 flux, domain for 5 turns, 2 area makes a great turbo, possiblities are almost limitless .
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Keyser
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Post subject: Re: Are You Strong Enough To Admit Something Is OP'D Game Posted: Wed May 05, 2010 5:02 pm |
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The Dark Platypus |
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Joined: Fri Jun 12, 2009 12:48 am Posts: 951
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training.
I found it hard to build a MF deck without using that card.. it's just too good.
Bindweed Several of my recent games have had a turning point with this card. It may be OP, but then again, I use it in response to Sunburst most of the time... so maybe it's not? I'll let the wolves decide. I can say that nerfing this card would make my Sylvan deck remarkable less competitive.
Xastur's Ball/Call from the Pit...
I LOVE those cards. In the right hands, and played at the right time, they are a major game changer.
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DarkJello
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Post subject: Re: Are You Strong Enough To Admit Something Is OP'D Game Posted: Wed May 05, 2010 10:34 pm |
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Joined: Mon Jul 27, 2009 6:30 pm Posts: 281 Location: Atmosphere of Magisteria
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I am bucking the trend, and choosing a card I don't even own yet... Nightmares! Very scary name, and nasty to the 10th ability! Me want one for sure! As someone said to me last night, "it is OP and not even really being used that well by many players yet." Now that is quite the assertion! And I tend to agree... Sleepily, DarkJello
_________________ Ad astra per alia porci!$!
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queeshai
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Post subject: Re: Are You Strong Enough To Admit Something Is OP'D Game Posted: Wed May 05, 2010 10:44 pm |
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Joined: Fri Nov 13, 2009 8:26 am Posts: 139
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as I noted in another thread, I think dispel flux is OP in a certain sense -- in particular, I think the threat of your opponent having dispel in their deck eliminates a lot of otherwise interesting decks from being competitive.
and, like astridian forum, almost all decks are made better by the threat of at least one dispel flux. quite simply, it changes the way your opponent builds a deck AND the way they play it.
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Zblader
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Post subject: Re: Are You Strong Enough To Admit Something Is OP'D Game Posted: Thu May 06, 2010 1:56 am |
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Joined: Thu Nov 26, 2009 4:10 am Posts: 829
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In accordance to Smello, I too choose a card I do not own. And it is........ *drumroll plz!* Keyser wrote: Plasmatium Netherious! If not that, then it is it's Brother, the Sacrifice Pyramid of Iota Xexus. Well, let's hope this doesn't spark another NP/Ix discussion .
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noob_mexican
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Post subject: Re: Are You Strong Enough To Admit Something Is OP'D Game Posted: Mon May 10, 2010 8:55 pm |
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Joined: Sat May 30, 2009 10:31 pm Posts: 188
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Well since Darkjello is being dumb and taking my card even though he doesn't own it, I can't be unique. I can however, agree. Way too many insane combos with nightmares. I was talking to someone earlier who asked "is that card usable?" I laughed quite hard. But in the end I still couldn't convince him of it was even usable >.>
I'm also going to have to go with blind assassin. Oh no, it has 0 vision whatever will I do? Oh yeah, use some weenie to get sight with it and rape you with the strongest 3 domain 3 flux card in the game...
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Huger
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Post subject: Re: Are You Strong Enough To Admit Something Is OP'D Game Posted: Tue May 11, 2010 5:23 pm |
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Joined: Tue Sep 08, 2009 12:36 am Posts: 39
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If i understand right the whole point is to be willing to call out one of your own cards. Well I haven't been playing my chaos deck too long, but I think the seething archosaur is OP is my deck would really suffer if it was nerfed. Granted it is 5 flux, but the ability to keep attacking every time it takes damage means it mows through weenies, and can hold its own against larger creatures. Plus, being one domain means it's easy to get it out second turn, maybe even with a birdie or goblin scouting in front of it.
I don't think it would be unreasonable to lower its health to 2 or get rid of one speed since it can swim through water too.
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