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Agroagro
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Post subject: Water Wierd Posted: Wed Apr 08, 2009 12:38 am |
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Joined: Mon Mar 30, 2009 2:56 am Posts: 51
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was just hoping to hear what people like to do with him.
The wierd seems to fit such a small niche in the game and even then...
I was thinking if he was turned into a anti-sea creature of sorts his versatility would be improved enough to make more accessible for decks to include. To accomplish this he would need to be able survive your average aquatics attack or similarly be able to disable them somehow.
One of these suggestions would work.
-3 hp to survive a boats attack.
-then either increase his damage to 2 or have him deal extra damage to aquatics. or -give him an ability like "adjacent creatures in water do not undim normally at the beginning of a round." / "adjacent creatures in water take 1 damage at the end of round.
- possibly recost him accordingly.
Of course he could be left alone. and I maybe missing some of his finer points & combos.
So what do you think of the weird as is?
And do you like my suggests?
what would you do?
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Ankh
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Post subject: Re: Water Wierd Posted: Wed Apr 08, 2009 1:39 am |
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Joined: Sat Apr 04, 2009 11:59 am Posts: 1
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I like him just the way he is, he has some uses but he is very narrow.
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Sunyaku
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Post subject: Re: Water Wierd Posted: Wed Apr 08, 2009 11:19 pm |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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When there are more ways to change terrain in the next set, he will see more use.
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nayen
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Post subject: Re: Water Wierd Posted: Mon Apr 13, 2009 10:02 pm |
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Joined: Wed Feb 04, 2009 9:47 pm Posts: 86
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It cost only 1 flux so I think it is ok. Maybe your ideas could be use to make another cards.
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akkmedk
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Post subject: Re: Water Wierd Posted: Mon Apr 13, 2009 11:55 pm |
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Joined: Mon Nov 03, 2008 7:34 am Posts: 41
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he's great for intel, though. he can't do much damage, but he can show you the barque half a map away that you wouldn't have otherwise, so you can spell or enchant it.
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Agroagro
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Post subject: Re: Water Wierd Posted: Tue Apr 14, 2009 12:48 pm |
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Joined: Mon Mar 30, 2009 2:56 am Posts: 51
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akkmedk wrote: he's great for intel, though. he can't do much damage, but he can show you the barque half a map away that you wouldn't have otherwise, so you can spell or enchant it. still seems pretty useless, chances are there isnt even much water to show you. I dont know It just seems value as a card slot. But yeah as a combo piece he has a place... with flash flood and coral coral.
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alphabetsupes
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Post subject: Re: Water Wierd Posted: Wed Apr 15, 2009 1:49 pm |
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Joined: Thu Mar 19, 2009 10:28 pm Posts: 64
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here's the thing. people are talking about how he's okay, he's just a tiny bit narrow. he is okay and interesting, i agree..
but shouldn't narrow but interesting cards that get played in combo decks be at an uncommon, or even rare, rarity? the fact that water weird is common makes elementals too weak in the creature department for draft and sealed, unless you're super lucky and get passed several sleet mogis, 2-3 flame ents, etc, on top of all the good spells that are the whole point of drafting elementals.
i mean, it's nice that you can see your opponent's ghost ship and kill it while he's out of flux, but what do you do after you've spent that one creature and one spell and probably 4 flux to deal with your opponent's one 3-flux guy, and your base is surrounded by zombies and hellcats?
you could argue that you should try to not be stuck in only one domain in limited, but that in itself doesn't justify the weakness of the domain in being stuck with this as one of its very few common creatures.
didn't mean this to be so long..
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Loopy
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Post subject: Re: Water Wierd Posted: Wed Apr 15, 2009 3:15 pm |
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Joined: Sat Mar 21, 2009 11:40 pm Posts: 95
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Agroagro wrote: what would you do? To make him a little more useful, I'd make him like the tempest but with no teleport back. So he can attack and wander out into land, but takes 2 damage if he ends the round on land.
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nayen
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Post subject: Re: Water Wierd Posted: Wed Apr 15, 2009 11:21 pm |
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Joined: Wed Feb 04, 2009 9:47 pm Posts: 86
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That takes us back to the "home dwarf" discussion.
I think that both creatures, home dwarf and water weird should be allowed to make suicide attacks.
Of course some one can argue they are not Dark Legion so suicide attacks don’t match with their philosophies.
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Loopy
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Post subject: Re: Water Wierd Posted: Thu Apr 16, 2009 1:41 am |
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Joined: Sat Mar 21, 2009 11:40 pm Posts: 95
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Of course they're not necessarily suicide attacks. A Home Guard might be very willing to venture out knowing they'd be pulled back in by a magnetic beacon. A weird might be willing to head out, expecting a cloud burst to follow. And of course there's the attacking a unit adjacent to the edge of the current range. There's no leaving the "safe zone" so it ought to be allowed.
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