Keyser wrote:
I'll submit my other post (see above) that basically asks the question: Why do you feel that only creature cards are "related to the map"? There are many valid strategies that do not need to have creature spam all over the map, and such strategies are still map related.
By definition of winning by controlling more flux wells than your opponent, the game is map based.
Lots of enchantments and spells are map related. My point is that TFWs strength lies in the pattern of logic that revolves around the map. It's a lot about predictability, and about giving players good chances to react to each other. When one player puts an awesome creature out there, it creates tension, and the opponent has to choose how to deal with the situation. Next turn, that creature starts to move, and the action gradually unfolds within a predictable pattern. That's a lot better game design then the anticlimax of suddenly seeing all the creature patterns that's been built up disappear.
Here's an idea: make Soul Plague take effect over time. Make it a building that always becomes a construction site, and kills everything around it once completed. Build up tension, and give the opponent ways to deal with it.
Keyser wrote:
I say that any strategy that causes you to control more wells than your opponent in order to gain glory is valid. The only case I see where that isn't the case is the Benefits of Spectacle/White Elephant combo.
Any possible strategy is valid. The question is if it's good game design!
Keyser wrote:
Here's a puzzle for you. One of the better TFW players created a deck that involved placing Owl Vision on Great Elm, then putting Mana Dome and (ack! I forgot the name... the CI guy that won't let you target anything next to him) near it, surrounded the hexes adjacent with creatures.
Do you consider that a valid "strategy"? There is just about no way to defeat that "map based strategy" without a mass destruction card.
That's a very map based strategy, that has to be built up in stages. I see no anticlimax there at all.