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 Post subject: Overpowered cards
 Post Posted: Fri Nov 13, 2009 6:24 pm 
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So far, there's a few standouts in the new set that I've seen. They may have been mentioned in other places too. This is just a list of the ones I've come across. Hopefully we can get a balance tweak before the market gets crazy for them.

Inundation - have two in hand? say goodbye to your op's base for the low-low price of 4 flux. combos nicely with twisting. even if it only works on unoccupied spaces, it still can isolate a base in water and provide a strategic advantage in other situations so I say that'd be a good change.

fix: "All unoccupied spaces within 2 of target space are lowered"

Psychotic Break - already discussed, still OP. I still like the previous suggestion of Lifespan (3) and flux cost of 2. right now it's charm only better because you don't have to have a creature next to it and it still does the damage for you.

Lesser Anemoi - simply too much. speed dialed down 1, or vision down 1.

Rebellious Serfs - again, simply too much to have popping up next to your base. either attack and flux -1, or hp -1

Twisted Nomad - +1 speed, vision -3 random tokens.

Offending Musk - increase flux 1

Goblin Contractors - much better version of hill giant. increasing flux to 2 seems a little much, maybe wither (2)?

Corathian Draft Roc - effect is uber, shields attackers and essentially doubles their speed. increase flux to 4 or reduce speed 1

Orb of Mind Control - combos with too many easy moving things, that coupled with the insta build anywhere makes it a bit too easy to take control of a lot of creatures. flux to 3 at least.

Land of Dreams - for the amount of terrain that can change, and an easy combo with trade routes, I think increasing flux to 3 is a good idea.


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 Post subject: Re: Overpowered cards
 Post Posted: Fri Nov 13, 2009 9:11 pm 
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I take it that these opinions rise from limited play? Sure, all of those cards are extremely powerful in domain, brass and drafts. They aren't so bad in constructed I would say, been tested pretty throughly in betas. Serfs is good, but I don't see a way to change it without making it too weak, like 1 attack would do.


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 Post subject: Re: Overpowered cards
 Post Posted: Fri Nov 13, 2009 9:24 pm 
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Inundation: I tried unsuccessfully to break this card in beta several times. Maybe someone else could do a better job. It is pretty OP in limited though. This might get a nerf...

Psychotic Break: You don't need a creature by it like charm but you do need the creature to still be by the enemy base. if he is already up in your mix it does no good since he just gets all psychotic on your base.

Orb of Mind Control: it doesn't have any HP one good creature just kills it.

Land of Dreams: This card is really only useful at the very beginning of the game since later too much of the map is revealed.

Offending Musk: someone else had this on their list to buff so it is probably fine.

Rebellious Serfs: are these guys worse than tree ents?


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 Post subject: Re: Overpowered cards
 Post Posted: Fri Nov 13, 2009 9:37 pm 
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jed wrote:
Inundation: I tried unsuccessfully to break this card in beta several times. Maybe someone else could do a better job. It is pretty OP in limited though. This might get a nerf...


Could it be possible to make it rare or odd instead of nerfing? I share the view that it's not broken in constructed at all, so I would personally hate seeing it nerfed. Actually I didn't see any more frigthening use for it than my own "whole map to ocean for a reef" deck, which clearly wasn't top level competitive.


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 Post subject: Re: Overpowered cards
 Post Posted: Sat Nov 14, 2009 1:23 am 
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Balance issues can be either constructed or limited and cards need to be balanced in both formats to be properly balanced.

jed wrote:
Rebellious Serfs: are these guys worse than tree ents?


Yes...
Treeherders are only 1/3 so it takes them twice as long to take down a building.

Pine Ents may be the best creatures Sylvan has...and they may be as good as the Serfs, but are rare so very rarely seen in multiples in limited. They require SS so are tricky to spash. Additionally, they have 3 move and need to spawn in a forest the opponent doesn't control, so at best spawn a couple spaces away from a base. As a result they often have to spend a turn moving before they can attack. So, while they can outlast the Serfs in a fight, the Serfs are more dangerous to a base.


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 Post subject: Re: Overpowered cards
 Post Posted: Sat Nov 14, 2009 1:31 am 
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The Dark Platypus
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You have to have vision on your op's base to cast the serfs. Play against chaos the same way you play against an MF control deck : Do whatever it takes to keep them from having vision on you.

I don't think the serf's are OP

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

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 Post subject: Re: Overpowered cards
 Post Posted: Sat Nov 14, 2009 1:57 am 
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You have to have vision on the forest tile to cast the ents.

Once they have seen your base, with Crush of the Unknown it is impossible to keep Chaos from being able to have vision on your base. Even without it, you are saying that you need to kill every creature they own before it can even see you base...if you can do that, the Serfs clearly wouldn't be a problem either....


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 Post subject: Re: Overpowered cards
 Post Posted: Wed Nov 18, 2009 5:58 pm 
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I don't think cards can be nerfed on the basis of being very strong in limited. Limited can never be balanced in the same way as constructed, due to the limitations of the card pools. Again, I'm assuming you guys don't have as much experience in constructed (or beta) with those cards as many others, like Jed himself. The mentioned cards don't seem too strong there.


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 Post subject: Re: Overpowered cards
 Post Posted: Wed Nov 18, 2009 6:26 pm 
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Cards should be balanced in both limited and constructed. It takes a bit more work, but it is the best for the game.


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 Post subject: Re: Overpowered cards
 Post Posted: Wed Nov 18, 2009 6:44 pm 
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doiron wrote:
Twisted Nomad - +1 speed, vision -3 random tokens.


i dont know how much of a "nerf" this would really be
over half of the time ive played them, theyd have 0 speed or 0 vision, and thus been much easier to take out without dying, or just leave alone and they cant get to you
i really think that due to the whole luck factor, these are a fine, fun card.


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