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 Post subject: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 12:05 pm 
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Posts: 1045
All the ones in the first post plus:

Decomposition (All Corpses on target land space are removed. That space becomes a forest. Draw a card.)

Defection: (Random Creature with X or less flux cost from Target Opponent's Army comes into play under your control by your Base.)

Tilting grounds:
{I,dim.png}: Give an adjacent Creature an attack token and a {A,Sleep} token.
or
{I,dim.png}: Give an adjacent Creature without an Attack token an attack token and a {A,Sleep} token. That creature is now a Knight.

Also another potential buff: Driftwood Golem
Quorum Stone seems fine.


Also I hope to roll these changes out early next week and then have a week long period where they can be adjusted. Some are hard to gauge without playing them a little.


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 Post subject: Re: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 12:33 pm 
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Am liking tilting grounds...

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 Post subject: Re: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 12:58 pm 
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I'm glad to see all the balancing being done!

To avoid going to far down the rock-paper-scissors lane, I think decompositions needs to actually do something for the sylvan player, not mainly be a counter vs DL. How about something like this:

Decomposition
Enchant land space.
Dim: Remove a corpse in this or an adjacent land space. The space becomes a forest, and a Seedling is added to it.

This way, DL is bothered by it, but it's still generally useful. DL can also counter it with it's own corpse cards. Decomposition could alse be made into a world enchantment if a flux cost is added to using it.

Edit: This decomposition as a world enchantment should probably be limited by woods: Dim, 1 flux to use on a corpse on or adjacent to a forest.


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 Post subject: Re: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 1:58 pm 
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Joined: Tue Jul 28, 2009 1:47 am
Posts: 150
I like Dublone's Decomposition.

I'm reposting some buffs that have been suggested (by myself or by others) and have not been discussed. Jed, do you consider these cards playable as they are? I don't think I've seen any of them in a game:

Woodland Spies (drop cost to 0, or add card draw)
Lost Oasis (spawn in desert, lifespan(x), where x is # of deserts within 1 hex)
Zap (drop cost to 1)
Barrier Peaks (make one mountain)
Planar Intersection, Fire (drop activation cost to 1)
Electric Storm (drop cost to 2)
Spying Sparks (cost 0)
Belligerent Dryad (drop activation to 1)


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 Post subject: Re: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 2:15 pm 
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Posts: 1045
These are weak. I still think they might get better with new cards:
Woodland Spies (drop cost to 0, or add card draw)
Spying Sparks (cost 0)

I tend to think these are fine maybe slightly weak but can wait to be dealt with:
Planar Intersection, Fire (drop activation cost to 1)
Electric Storm (drop cost to 2)


I don't think these are weak:
Lost Oasis (spawn in desert, lifespan(x), where x is # of deserts within 1 hex)
Zap [probably weak but this is the standard for Direct Damage for cards from now on]
Barrier Peaks (make one mountain)
Belligerent Dryad (drop activation to 1)


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 Post subject: Re: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 2:33 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
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Decomp:

Current card says "Target Corpse on land is removed. That space becomes a forest. Draw a card. "

Jed's proposal above says "All Corpses on target land space are removed. That space becomes a forest. Draw a card."

The only difference is that it removes all instead of one corpse? I don't see this making it into any decks....

Having it remove the corpses all around a hex (first version) would be fun to play against...say...Carrion Feeder.

Dublone's proposal is interesting, but would combo way too well with Alter/NP/Crypt Doc, etc... It would basically allow DL/Syl to sacrifice creatures AND draw a card.

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I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 2:36 pm 
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It also doesn't target a corpse so you can use it anywhere. It removes corpses as a side effect.


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 Post subject: Re: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 2:59 pm 
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The Dark Platypus
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jed wrote:
It also doesn't target a corpse so you can use it anywhere. It removes corpses as a side effect.




Ah.....I didn't catch that. Draw a Card. Make a forest. And, if there happens to be a corpse, remove it.


Now I like the card!

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 4:45 pm 
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Joined: Tue Mar 24, 2009 2:57 am
Posts: 93
This is a serious question...

Why is Defection under powered? I've used it in alot in the new formats and it seems pretty strong, due to not having to meet the domain requirements of the creature that you steal. Sure there is the gamble of getting the Craig Scout instead of the Epic Vet, but isn't that what Chaos is all about?

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 Post subject: Re: Second Draft of Balancing changes.
 Post Posted: Fri May 21, 2010 9:05 pm 
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Keyser wrote:
Dublone's proposal is interesting, but would combo way too well with Alter/NP/Crypt Doc, etc... It would basically allow DL/Syl to sacrifice creatures AND draw a card.


There's no drawing cards in my idea for Decomposition. DL/Sylvan would be able to create a lot of Seedlings by their home base, but I don't really see that being OP.


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