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 Post subject: Re: Negate
 Post Posted: Sat Sep 12, 2009 7:32 am 
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Joined: Sun Aug 30, 2009 11:09 pm
Posts: 51
I have only recently become addicted to The Far Wilds, so my opinion may not carry a lot of weight, but Negate is the one card that I think is just too good. Negate is extremely versatile and is able to fill several roles extremely efficiently.

When you're attacking it can be used to get rid of a potential defender. They might have another defender to play, but chances are it's not as suited to the task of defending as the creature that got Negated.

Also on offense, it can be used to deny your opponent the domain he or she needs. The flux they get back from the Negated building doesn't help when they can't play their cards. A card that can destroy (well, remove) a building for only 1 flux is good.

Defensively it can get rid of buildings that try to compete with your controlled flux wells. Chances are they don't have another building that will do the job. And it protects from all sorts of enchantments.

Negate is pretty tough to play around. As long as an opponent has a domain in Mountain Folk and 1 flux available, Negate is a possibility that needs to be played around.

The cost of poorly playing Negate is low. If I Lysis a Sapling, only to have an opponent play Pine Ent directly after, I'm down 4 flux that could otherwise have helped deal with the bigger threat. If I Negate a Sapling, and then an opponent plays a Pine Ent, I'm down only 1 flux.

Negate also happens to combo with other cards very nicely. Negating your own spawned Nether Plasma is a way to make many Plasmas very cheaply. Negate can be used as a Gather Spirits when used on Glimpse of Greatness, after using the provided domain of course.

This is the biggest problem I have with Negate: it limits design space. Entities that have big effects when they enter play are going to have to remain off-limits if it would be too powerful when combined with Negate.

I don't know what kind of cards that can be made to try to balance Negate. Most of the "good" cards will be more balanced after additional ways to deal with Entities are created.

I'm not saying that Negate needs to be changed, or banned, or anything. Neither am I saying that I don't enjoy the game because of Negate. I am really, really enjoying this game, and I am just saying that I personally don't like Negate, although I'll be happy to play it.


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 Post subject: Re: Negate
 Post Posted: Thu Sep 24, 2009 6:58 pm 
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Joined: Wed Feb 11, 2009 3:43 am
Posts: 3
Well i just hate negate, its way too powerfull, if u have notice almost everyone is using MF, i would say that MF is the best domain in the game right now i hope that with the new set they make some changes and give other domains powerful cards as this one.
if u ask me i should have made negate 2 flux cost(or 3)


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 Post subject: Re: Negate
 Post Posted: Fri Sep 25, 2009 4:37 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
I've never been much of an MF player. I agree the card is a bit too powerful... but I think the fact that so many people are playing MF is a fad. People see someone winning with a certain strategy or combo and lots of people try to duplicate it. Fads come and go every few months.


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 Post subject: Re: Negate
 Post Posted: Sun Oct 25, 2009 2:28 pm 
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Joined: Thu Sep 03, 2009 2:36 pm
Posts: 118
while i dont agree with op, i think some things should be "colourless" or domainless.
Some basic things like disenchantment should be. :D


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 Post subject: Re: Negate
 Post Posted: Tue Oct 27, 2009 11:02 am 
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Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Negate is one of the few cards that can deal with training whitout losing more that one flux. So if training isn't nerfed i don't thing negate should be either. If training get nerfed, I do support the nerfing of this good, but not overpowerd, card.


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