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 Post subject: Re: Potentially broken or overpowered cards and combos
 Post Posted: Thu Oct 01, 2009 1:36 am 
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The Dark Platypus
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kash wrote:
Cull the Weak

I think this is too much, especially against the Imperium. Depending on how you count some of the adjustable creatures, it kills approximately 20/32 creatures in their domain. I spent a little while trying to come up with a creature dependent deck for the Imperium that the card wouldn't trash and I couldn't.

I suggest adding some sort of counterbalance. For example, each player draws a card for each of his creatures killed by it. This eliminates the massive card advantage against weenie decks, and they can presumably recast their lost creatures cheaply.



A Psion deck should do the trick. One Battle Linkr gives ALL psions a +2 health bonus

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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 ||

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 Post subject: Re: Potentially broken or overpowered cards and combos
 Post Posted: Thu Oct 01, 2009 3:45 am 
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Keyser wrote:
kash wrote:
Cull the Weak

I think this is too much, especially against the Imperium. Depending on how you count some of the adjustable creatures, it kills approximately 20/32 creatures in their domain. I spent a little while trying to come up with a creature dependent deck for the Imperium that the card wouldn't trash and I couldn't.

I suggest adding some sort of counterbalance. For example, each player draws a card for each of his creatures killed by it. This eliminates the massive card advantage against weenie decks, and they can presumably recast their lost creatures cheaply.



A Psion deck should do the trick. One Battle Linkr gives ALL psions a +2 health bonus


Not really. The psions are actually some of the more robust Imperium creatures in the set (4/6 will survive it even without the Linkr, at least if undamaged). But the major problem with them is that they are generally expensive in terms of domain (only 1/6 is 1 domain and 3/6 are 3 domain) and extremely slow (all have 3 or less movement and no terrain negating abilities, except for the exalted one),


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 Post subject: Re: Potentially broken or overpowered cards and combos
 Post Posted: Thu Oct 01, 2009 8:22 am 
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kash: check Woven again. As I said, it already got nerfed. Now you need to have the domains required for casting the creature, and the card itself is now an enchantment rather than a spell to make it easier to deal with.

Good point about celestial decks being destroyed by Culling. I suppose Sylvan has the same problem, or even worse for them. Is there a playstyle for sylvan that doesnt require a lot of weenies to be successful? Thus, Culling seems to be a kind of "silver bullet" card, devastating against some decks, but useless against some others (just like Tsunami in mtg). I don't like such cards, because they make the game more luck based in a stupid way: Got a bad match up? Too bad, you just lost the game!

Culling isn't needed as an answer for weenie decks being overpowered. That's because they aren't. Where it is needed, is against MF decks that use mostly creatures with less health than 3 and go about fissuring, negating, volcanoing and sinkholing everything. How about a spell with text "remove all dwarves from the game" instead of culling? 8-)

Some people have talked about Faceless Lord being too good. Well, it certainly is useful, but is it really overpowered when compared to Hadarck's Throne that costs 2 less, Altar of Ix that has same cost and a powerful ability or Vapor Mahal that costs 1 less, is also a base and can't be taken permanently out without fissure or negate? The only problem I see now with this is that Sylvan still has no good domain acceleration.


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 Post subject: Re: Potentially broken or overpowered cards and combos
 Post Posted: Thu Oct 01, 2009 9:04 am 
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About Culling. It is a card that isn't overpowered due to tha fact that it is useless against many decks. My biggest problem with it, is that I know that knowing it exist it will keep me, and probably other players as well, from playing a weenie based deck in a serious turnament. think about it. If I have two decks, why would I play a deck that might get obliterated if I'm unlucky and encounder Cullling when I can stay safe with my other deck? I know I'm repeating myself, but i dont like cards that have an negative effect on the number of decks people are playing. AND because the games i enjoy the most is when both players are playing some kind of weenie deck, and the games i find most boring is when one or both players are playing a controll deck (yes I know I often do that, but still). Overclock is a another card that is devasting against creaure decks, but this card one can disenchant, so I can forgive this.


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 Post subject: Re: Potentially broken or overpowered cards and combos
 Post Posted: Thu Oct 01, 2009 3:29 pm 
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The Dark Platypus
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CaveTroll wrote:
About Culling. It is a card that isn't overpowered due to tha fact that it is useless against many decks. My biggest problem with it, is that I know that knowing it exist it will keep me, and probably other players as well, from playing a weenie based deck in a serious turnament. think about it. If I have two decks, why would I play a deck that might get obliterated if I'm unlucky and encounder Cullling when I can stay safe with my other deck? I know I'm repeating myself, but i dont like cards that have an negative effect on the number of decks people are playing. AND because the games i enjoy the most is when both players are playing some kind of weenie deck, and the games i find most boring is when one or both players are playing a controll deck (yes I know I often do that, but still). Overclock is a another card that is devasting against creaure decks, but this card one can disenchant, so I can forgive this.


I'll sign the petition to remove Overclock [not because I think it's unbalanced... but because it destroys my favorite deck :-) ]

But back to culling -> I strongly do not feel this is an overpowered card. I don't feel it should be nerfed or changed. Just because a card changes the way you build a deck or play a game doesn't mean it should go away. The mere fact that it is useful against some decks and not against others means that IF a player puts it in his deck, it will either be a good card or a dead card, so the deck maker has to decide if it's worth taking up deck space.

I'd like to see this card played. I have a deck in mind that is Sylvan weenie, but has an answer to Culling.

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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: Potentially broken or overpowered cards and combos
 Post Posted: Thu Oct 01, 2009 9:05 pm 
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If Culling were devastating against certain decks but dead against others I still wouldn't like the card. But that isn't even the case. All the old domains have very commonly used cards that culling will take out (I don't know what the commonly used cards for the new domains are, but I am sure there will be some that fit the bill)

Sylvan: Most elves, Falcons, Saplings
Mountain Folk: Prospectors, Crag Scouts
Dark Legion: Crypt Doctor, Leprous Shambles, Hellcats, Imps
Elemental: Sleet Mogi, Flame Ent

Apart from really dedicated building decks or combo decks, there is almost certainly a valid target for Culling


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 Post subject: Re: Potentially broken or overpowered cards and combos
 Post Posted: Thu Oct 01, 2009 9:23 pm 
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The Dark Platypus
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Remember, it doesn't base on MAX health, but current health. So you can still beat down his creatures with your small guys to get them under 2.

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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: Potentially broken or overpowered cards and combos
 Post Posted: Fri Oct 02, 2009 11:42 pm 
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After getting completely stomped by Uraxor, I see what doiron was saying about Astridian Geographic Society. My Grove was Negated on Round 1, and it just went downhill from there.

Having played with/against Shield Generators, I think they should be Armor (1). At Armor (2), your buildings are really untouchable when you have multiple Shield Generators.


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 Post subject: Re: Potentially broken or overpowered cards and combos
 Post Posted: Sat Oct 03, 2009 6:25 am 
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Joined: Sat Jun 06, 2009 10:35 am
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Heh, I just stumbled onto this topic...

My building deck uses geography guys, and i generally like to get a throne, ord and soceity out first turn, then earthwork the opponents base, or negate their first build, it is a very nice card, i love it =]

But, can be abused by dwarf decks packde with negates, fissures, sinkholes, valley fog, all that stuff


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 Post subject: Re: Potentially broken or overpowered cards and combos
 Post Posted: Mon Oct 05, 2009 8:53 pm 
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Culling the Weak is entirely fine. Its no Soul Plague anyway. It just deals some damage... nothing a little heal won't cure. Soul Plague takes all creatures out instantly... no one last attack, no chance for heal. Culling the Weak is waaay closer to hailstorm than to Soul Plague, and no one complains about that card. I'd actually run it in my Sylvan deck to stop from getting stomped by those damn Elemental Flame Ents and Mogis.

That said, you should design the best cards to combat the most prevalent and powerful strategies to encourage deck diversity. Right now building decks and anti-building decks are the two big competitors it seems, and other decktypes have to get lucky to win against them.

Combo decks can be powerful too, but they are inconsistent and creative enough to not deserve to be hated on.

It seems to me that creature decks need some love the most.


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