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Astridian Geographic Society
http://thefarwilds.com/forum/viewtopic.php?f=9&t=1275
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Author:  jed [ Sat Oct 03, 2009 7:34 am ]
Post subject:  Astridian Geographic Society

Is this card too strong? Obviously it is only useful played with other cards. so what is it too strong with?

Author:  Zurken [ Sat Oct 03, 2009 9:58 am ]
Post subject:  Re: Astridian Geographic Society

it might look good.. but in fact, negating base on 1st round doesn't give that big advantage, unless you have more negates on hand..
AND it reveals the other one whole map - so in fact, it even helps the rush decks then - they can respawn their base right next to the opponents one who used all his flux - to alow that.. so it gotta be played really wisely and thus I don't think it's overpowered

Author:  kash [ Sat Oct 03, 2009 11:37 am ]
Post subject:  Re: Astridian Geographic Society

I think it may be too strong in two senses. First, the possibility of early game negates does increase the power of building destruction decks, an archetype that is already overrepresented.

Second, it removes what was a fundamental check on building decks. Previously, unless you had creatures of your own to be giving you vision, your opponent could keep his creatures out of sight of your spells, particularly ranged creatures. Now that ability is gone.

More generally, the needing to have something provide sight is, in my mind, actually a balancing factor on many cards (with Negate just the most prominent example). AGS removes this balance.

Author:  headshot [ Sat Oct 03, 2009 5:20 pm ]
Post subject:  Re: Astridian Geographic Society

Negating the fist building opponent casts does give a great advantage for a deck that tries to win by removing all of opponent's castable buildings and domain giving figures. The buildings that come later can be removed with many other spells - or in the new set - enchantments. No need to have more negates, although they are always nice.

Author:  jed [ Sat Oct 03, 2009 10:11 pm ]
Post subject:  Re: Astridian Geographic Society

So what do you think this card should cost?

Author:  kash [ Sat Oct 03, 2009 11:06 pm ]
Post subject:  Re: Astridian Geographic Society

I suggest 4XX

Author:  headshot [ Sun Oct 04, 2009 4:18 pm ]
Post subject:  Re: Astridian Geographic Society

XX domain requirement sounds right to me too but it's really hard to evaluate how much flux it's worth. I say 3.

Author:  kash [ Sun Oct 04, 2009 4:28 pm ]
Post subject:  Re: Astridian Geographic Society

My thought on the flux cost was related to the "surprise, volcano on your base" factor. Good boardplay should be able to protect your base from a deck without too many creatures, unless your opponent wants to spend a good chunk of flux to see it.

Author:  doiron [ Sun Oct 04, 2009 10:29 pm ]
Post subject:  Re: Astridian Geographic Society

4xx sounds about right to me as well. or knock it down to 2/3 health and 3xx.

Author:  Keyser [ Mon Oct 05, 2009 7:04 pm ]
Post subject:  Re: Astridian Geographic Society

It still gives advantage to BOTH players, so I'm not convinced it is overpowered.

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