Author |
Message |
Tryste
|
Post subject: Re: Flash Powder Posted: Fri Feb 06, 2009 2:06 pm |
|
Joined: Sat Nov 01, 2008 7:14 am Posts: 89 Location: Victoria, BC
|
No it isn't. One alters an entire domain dynamic, the other is limited to a single card. Trying to claim that opposing duration on one thing means it should be opposed across the board is horribly fallacious logic.
And I never said I didn't like Flash Powder. Learn to read in context.
|
|
|
|
|
mindstheatre
|
Post subject: Re: Flash Powder Posted: Fri Feb 06, 2009 6:48 pm |
|
Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
|
Tryste wrote: ou could say that if people playing against MF decks do so intelligently they should only ever lose a single creature because they will have accounted for the AE cards like this and volcano that they know are forthcoming.
Of course that isn't entirely fair and forcing people to maintain minimum distances between their characters is a very harsh penalty, especially based only on a possibility and when terrain penalties are high. Or you could say that if you're that concerned, cards that reveal the other player's hand works just as well.
_________________ -Minds
|
|
|
|
|
RedFlag
|
Post subject: Re: Flash Powder Posted: Fri Feb 06, 2009 6:50 pm |
|
Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
|
Well, you can play as intelligently as you like, but basically if you have 3 creatures attacking a building, they have to be centered around something. And MF has enough direct damage capacity to take out creatures that are standing off as observers using, say, a volcano.
I do like your suggestion that volcano be made 3/1- having it able to destroy Great Oaks, Altar of Ix, and early stage Bone Fortresses is a little much in my opinion. Plus it still creates a mountain, which can be used for avalanche.
But yeah, Flash Powder should be tweaked
|
|
|
|
|
akkmedk
|
Post subject: Re: Flash Powder Posted: Fri Feb 06, 2009 10:05 pm |
|
Joined: Mon Nov 03, 2008 7:34 am Posts: 41
|
Hey tryste, i think you took that a little more serious than the intent with which it was offered. this is just a game after all.
|
|
|
|
|
ivandubina
|
Post subject: Re: Flash Powder Posted: Fri Feb 06, 2009 10:16 pm |
|
Joined: Fri Nov 21, 2008 10:05 am Posts: 55 Location: Ukraine
|
Yeah, Volcano is overpowered. And that gnomish powder is rather ok. I mean, it leaves everyone alive and content. No explosions and ripped limbs... boring.
|
|
|
|
|
RedFlag
|
Post subject: Re: Flash Powder Posted: Fri Feb 06, 2009 10:19 pm |
|
Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
|
ivandubina wrote: Yeah, Volcano is overpowered. And that gnomish powder is rather ok. I mean, it leaves everyone alive and content. No explosions and ripped limbs... boring. It's a great way to deal with living monument though, not gonna lie.
|
|
|
|
|
MistStlkr
|
Post subject: Re: Flash Powder Posted: Sat Feb 07, 2009 12:44 am |
|
Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
|
and my personal favourite way to take care of a Sentinel.
|
|
|
|
|
Agroagro
|
Post subject: Re: Flash Powder Posted: Tue Apr 07, 2009 8:23 pm |
|
Joined: Mon Mar 30, 2009 2:56 am Posts: 51
|
yak are people actually suggesting more random effects... no thanks
Powder does seem a little powerful imo but not over the top. ie you can work around it. but making it last x turn might balance it. Id suggest 3 rounds off the top of my head.
|
|
|
|
|
alphabetsupes
|
Post subject: Re: Flash Powder Posted: Wed Aug 12, 2009 3:47 pm |
|
Joined: Thu Mar 19, 2009 10:28 pm Posts: 64
|
as far as i can tell this spell isn't really unbalanced. it's very good, but doesn't need to be changed.
|
|
|
|
|
SaintCheeseius
|
Post subject: Re: Flash Powder Posted: Mon Aug 24, 2009 8:09 am |
|
Joined: Sat Jun 06, 2009 10:35 am Posts: 49
|
leave it as it is... It's fine
|
|
|
|
|
|