jed wrote:
making it 4XX barely nerfs it. All it does it make it less valuable to rush decks.
I actually want to try a format with a lot of the powerful cards missing and see if it is more fun.
@jed: Boooo, me no like two domain costs for one domain cards. I think that if we make a format with just "stinky" cards (sort of like an "Expert Sealed/Expert Draft"), we will have complaints that many more cards OP. I'm beggining to think that since Altar was nerfed and some more counter decks have been made, all of the cards in TFW are "OP" and are getting nerfed constantly. It's killing the game
. In other words, we should be introducing new cards to fill the gaps and encourage new strategies, not blocking them off by nerfing like crazy.
Queeshai wrote:
I think nerfing dispel flux is a bad idea. dispel flux is easily available to NEW players and lets them make competitive decks very early on.
meanwhile, cards I mentioned earlier (ord stone, trade routes, trunk hermit, land of dreams, gaze, hadarck's fort, turmoil, prospector's, flash flood, blind assassin, paladin of xosa) are bigger early game breakers. and the list goes on. are we going to make them more difficult to play, too??
I like Psyclone's idea elsewhere about making all the cards weaker, effectively putting less focus on deck building and more focus and battlefield tactics. but, this requires nerfing all the powerful cards ... not just the one that hurts some peoples' preferred deck.
@Queeshai: Honestly, it can't get much truer than that. I disagree with Psyclone's thought about nerfing all cards (haven't we done ENOUGH nerfing?). I think we should aim for all cards to have a bunch of various strategies, but not so much that it takes away from the tactics part of the game. Honestly, the majority of the cards as they are right now are okay. Until somethign as outrageous or wimpy as Plasma/Ix or Treetop Dominion (respectively) comes up again, we really shouldn't nerf anymore stuff. So plase don't kill dispel flux guys, just balance it.