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 Post subject: Trade Routes
 Post Posted: Tue May 25, 2010 8:07 am 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
This card is UP. I know from playing against it and using it myself.

In playing with it, it allows me to create a deck that is mostly 3 domain powerful stuff while my opponent has to spend at least a third of his deck on 1 domain things. However, if he can disenchant any of my Trade Routes, I'm left helpless.

In playing against it, I managed to destroy all three trade routes when they came out, costing me three Mystic Feedbacks. This set me back in flux and position while barely hurting my opponent. Outside of having to now wait for two more domain producers.

At the very least, please remove the domain for the opponent and add to it's cost.

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 Post subject: Re: Trade Routes
 Post Posted: Tue May 25, 2010 10:22 am 
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Joined: Tue Jul 28, 2009 1:47 am
Posts: 150
Regarding TR being disenchanted, 2 suggestions:

1. Play 3 copies. Yes, it means you'll autodraw the 3rd when you don't need it. But cards are not as important as flux, and this is very good insurance. It's the same as Diplomats - people only need one for their 3rd domain, but they carry 2 or 3.

2. Don't give up when your Trade Routes are gone. With a good board position, you can play Imperial Keeps and keep going (I'm saying this because I've seen you resign games where you were favored to win, just because I killed your TR's).


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 Post subject: Re: Trade Routes
 Post Posted: Tue May 25, 2010 10:58 am 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
Are you saying it is under powered now?
these 2 paragraphs contradict each other.
> However, if he can disenchant any of my Trade Routes, I'm left helpless.

> This set me back in flux and position while barely hurting my opponent.


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 Post subject: Re: Trade Routes
 Post Posted: Tue May 25, 2010 11:52 am 
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Joined: Mon Mar 29, 2010 2:37 am
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yaron wrote:
2. Don't give up when your Trade Routes are gone. With a good board position, you can play Imperial Keeps and keep going (I'm saying this because I've seen you resign games where you were favored to win, just because I killed your TR's).


I resign when I don't want to go through the hassle of an uphill battle I'll probably lose. I might have been favored to win, but to wait for enough turns to play buildings while my first building is being destroyed anyway... What's the point, might as well save everyone the trouble of the wasted time. Maybe MAYBE my opponent will be not capitalize on my weakness and lose, but I don't want to have to wait longer for it. Next game or back to work. It's just a game.

@Jed... those are from different perspectives... One as the user and one as the one it's being used against (AKA, the lucky one). I dunno, ask Keyser, I only copied his post.

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 Post subject: Re: Trade Routes
 Post Posted: Tue May 25, 2010 8:48 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
Atahualpa wrote:
@Jed... those are from different perspectives... One as the user and one as the one it's being used against (AKA, the lucky one). I dunno, ask Keyser, I only copied his post.



Why would you copy my post rather than simply adding to it? Did you think that one post wasn't enough? LOL...

In the original post, I argued that it was OP not UP. I said this from both the position of the one playing TR and the one not. In both cases, I think it is OP for the one playing it, i.e. making life much harder for the one not playing it.

I think that it would a fair card if it did not have salvage (so that being disenchanted would actually hurt)

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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: Trade Routes
 Post Posted: Wed May 26, 2010 12:53 am 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
Keyser wrote:

Why would you copy my post rather than simply adding to it? Did you think that one post wasn't enough? LOL...


Well, my post doesn't claim it to be overpowered. Mine claims it is damaging to the one playing it, therefore asking for revisions on that premise instead of revisions to nerf it.

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 Post subject: Re: Trade Routes
 Post Posted: Wed May 26, 2010 11:35 am 
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Joined: Tue Jul 28, 2009 1:47 am
Posts: 150
Atahualpa wrote:
Well, my post doesn't claim it to be overpowered. Mine claims it is damaging to the one playing it, therefore asking for revisions on that premise instead of revisions to nerf it.


And the funny thing is, you're both right.
Against decks which can't benefit from the extra domain, Trade Routes is crazy good, leading to much frustration when facing it.
Against other decks, Trade Routes backfires horribly, leading to much frustration when using it.

This means that a simple nerf (or a simple buff) will not work, because it will solve one problem, while making the other problem worse.

Jed, I understand that the card was intended as a counter to rush, but I think there are two problems with that:

1. It's just too much. Too good against rush, too much backfire against other decks.
2. There's no opt-out. With other anti-rush cards, like Overclock or Attrition, you can play them or not, depending on how much you want to shore up your rush match-up at the expense of other match-ups. The same is true for any other card that targets specific strategies. However, people who play CI feel forced to play Trade Routes, because there's no other reasonable domain acceleration available. Then they just randomly get a huge boost/handicap against various decks (instead of it being a conscious decision based on expected opponents or the deck's other strengths and weaknesses).


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 Post subject: Re: Trade Routes
 Post Posted: Wed May 26, 2010 12:08 pm 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
Yaron for president!!!

Incidentally, the only decks which don't benefit from trade routes would be 1-domain decks since there are only 25 2++ domain cards in the game (one being CI) that do not require at least one X domain to play. Even multi-domain decks benefit since you don't have to have your second domain source in play to play your 2-domain cards (even if you normally do). Perfect example of this is MF/Ele Mahal decks. They continually need to play Mahals to support their MF cards but that's not necessary with Trade Routes there. Same is true for when they do have a Mahal and their MF sources are destroyed, they can still play their Ele+X cards.

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 Post subject: Re: Trade Routes
 Post Posted: Wed May 26, 2010 5:42 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
So you think it hurts decks that play it? Very well. Keep it as is. I'll keep winning with it :-)

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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: Trade Routes
 Post Posted: Wed May 26, 2010 5:55 pm 
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Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Fix suggestion: There can only be one Trade Routes in play at any time.


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