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 Post subject: Re: Upcoming Balancing
 Post Posted: Sun May 16, 2010 5:23 am 
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Joined: Tue Sep 08, 2009 12:36 am
Posts: 39
Jed, the idea of saving some of the unused cards seems like a great one. The more cards are usable the more variety we'll have in decks. I'm only going to comment on syvan cards for now since I know those the best, but I may look through CI and chaos when I get a chance.

Belligerent Dryad: How about making it only cost one flux to use, but also cause it to dim?

Call to Battle: Lower flux cost by one.

Decomposition: Here's an easier solution, make the flux cost to cast 0. Then it's more of cantrip, pure card draw accelerator, but it requires a corpse to use. I know I'd throw it into my decks if that was the change, maybe even if it didn't create a forest.

Driftwood Golem: Ok this one I'm not sure about. I never see it used, but I also haven't played with it enough to really say it's underpowered. I think the best solution might actually be more stuff to synergize with constructs in the next expansion, but I'd love to hear what others think.

Treetop Dominion: Needs to be fated/autodraw/whatever we're calling it now. Also though it should have the cost increased, I would suggest to 4 since it really needs a silviculture to be at all consistent which would make it 6 flux and 2 cards for one more sylvan domain and 10 flux and 3 cards for two more domain making it similar to something like faceless lord and diplomat. This would really make tree decks viable, and alleviate the need to help out cards like arendor treefolk.

Twinling: Pretty clearly weak at this point, although I can't imagine many people own one to test it anyway. How about just make it 0 flux like some of the CI creatures?

Woodland Link: I don't even know where to start with this card. The effect is so specific that I assume the only way it could be useful is in some sort of trick deck. As a way to draw cards it basically requires 4+ of your creatures to die in the forest to break even compared to something like Gills and Fins. I would be tempted to say drop it's cost as low as 1 flux, but then I think it might just get used as a cheap world enchant with something like Astral Confusion. Having said all that what if we change the effect completely to read: "When a creature you control is destroyed in a forest create a seedling corpse" It fits well with the theme and might make it playable.


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 Post subject: Re: Upcoming Balancing
 Post Posted: Sun May 16, 2010 12:12 pm 
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Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Everyone who have played yaron knows that Call to Battle is good as it is.

Will hopefully list some cards that I think needs a buff later.


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 Post subject: Re: Upcoming Balancing
 Post Posted: Sun May 16, 2010 12:47 pm 
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Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Zeppelin Raiders. (give it some more tokens)
Power Alteration (draw card ability?)

Sylvan:

Covert mission (-2 attack?)

Ci:

Defender of Elkins (make creature knight seems fine)
Lost Oasis (take away deep desert requirement and give it lifespan?)

MF:

Barrier peaks (let is create one mountain hex when cast?)
Tunnel Complex (draw card?)

Chaos:

Cyclododo (one more health?)

EL:

Blaze of abrixa (only six flux to cast?)
Fireball (only three flux to cast?)


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 Post subject: Re: Upcoming Balancing
 Post Posted: Sun May 16, 2010 3:41 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
I say give stench cow 1 more speed because it is a beast and now it's ability has been nerfed. Other than that, I support elkins,Twinlings, and Raiders buffed.

Lost Oasis should have a lifespan when not in a desert.


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 Post subject: Re: Upcoming Balancing
 Post Posted: Sun May 16, 2010 9:07 pm 
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Joined: Tue Jul 28, 2009 1:47 am
Posts: 150
Unaligned:
Zeppelin Raiders: Either more tokens, or higher speed.
Ronk's Factory: You need to make 2 maulers just to break even on flux (and that requires 2 ruins). I think casting cost can drop to 3, or even 2.
Scry Pool: Cost 2?

Sylvan:
Vines of Dellen: Is anyone using this? Compare with Iron Gate at the same cost. Would Heal(2) be reasonable?
Twinling: either 0-cost, or let the 2 creatures exist as separate entities.
Belligerent Dryad: as suggested above, 1 flux per 2 damage, perhaps with dimming.
Woodland Link: Lower cost?
Woodland Spies: cost 0, or draw a card.
Decomposition: cost 0, as suggested.

Celestial Imperium:
Encircling Sea: Draw a card?
Lost Oasis: I like the suggestion of "spawn in desert, gain lifespan if not in deep desert".
Zap: I know it has the flexibility of hitting buildings, but still very weak compared to Sunburst. I think it could cost 1.

Mountain Folk:
Tunnel Complex: as suggested, draw a card.
Barrier Peaks: I like the idea of making a mountain.

Elementals:
Ice Sheet: Draw a card?
Epicenter: compare with Pillar of Fire, which gets the same one-time boost for 1 domain and 2 flux less. Can it get +2 vision per 1 flux? Perhaps with higher initial cost?
Planar Intersection, Fire: 2 per flamekin on top of the initial 4 is too much. Given that it dims, I think this can charge 1 per kin.
Electric Storm: drop the casting cost to 2?
Spying Sparks: cost 0?


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 Post subject: Re: Upcoming Balancing
 Post Posted: Mon May 17, 2010 1:00 pm 
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Joined: Sat Oct 24, 2009 12:11 pm
Posts: 148
cards that need a buff

decomp - remove adjacent corpse and create 1 additional adjacent forest. or make it cost 0 and give 2 flux.....sylvan could use a lil flux acceleration. then again i think all the domains could use a lil flux acceleration. if were gonna give it to mf and dl
twinling - 0 cost or seperate entity
tilting grounds - 1 less flux to cast
gunnr valk - needs a less harsh handicap...also make angel knight trait
brigade of the righteous- 0 cost for ability but once per turn - knight trait
defender of elkins - no change just need more knights.
power alteration - suggestion unsure
acmars disruptor - 1 domain or less to cast.
cartographic error - draw a card maybe
mysterious cube - suggestion unsure
scry pool - suggestion unsure
barrier peaks - suggestion unsure
alpine spirit - + 1 attack
glub bird - +1 vision or + 1 speed
dodo - +1 health
furnace of gibil - discard 1 card dim
steam charge - doesnt dim to use
zepp raider - more tokens or only is effected by raider actions and not player actions
beckon the bones - 1 less flux
psych parasite - -1 speed
blaze of abrixia - 6 flux
tailwinds - suggestion unsure
planar intersection fire - suggestion unsure

unsure and noone has mentioned - lately lightning elemental and arc mage dont get much love anyone think they need buffs....serious suggestions only pls.... lightning elemental compared to lycanthropy makes lycan look pretty good....just a note.

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 Post subject: Re: Upcoming Balancing
 Post Posted: Mon May 17, 2010 1:44 pm 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
Monyx wrote:
defender of elkins - no change just need more knights.


That is a more reasonable request. I still maintain that Defender of Elkins is a pretty good card as it is, just pretty limited. In spite of this, the creatures that can benefit from it are pretty good on their own (Paladin of Xosa and Sky Cavaliers). Adding more to this list is just icing on the cake for me.

In support of my conviction that Defender is a good card, I even bought 2 more off the market to complete my set. Since several people beleive it needs a buff, it will be well worth my 37g investment. I might even be able to sell them for 150g each later on!

Now to try and remain on topic...

Homestead... why is this inferior to Gaze of the Tyrant in almost every single way? They both control adjacent spaces. That's where it ends with Gaze... Homestead, though... requires an undimmed creature, dims that creature, does not allow that creature to undim, allows buildings to be built adjacent to it. To top it all off, Homestead even costs an additional domain AND is a rare where Gaze is an uncommon. Weak, weak, weak. I'd prefer it to at least alter terrain around it to your choice... at least it will combo well with Peasant Armies, then. Optionally, give it the ability to return to hand for 3 flux.

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 Post subject: Re: Upcoming Balancing
 Post Posted: Mon May 17, 2010 8:39 pm 
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Joined: Sat May 30, 2009 10:31 pm
Posts: 188
Atahualpa wrote:
Homestead... why is this inferior to Gaze of the Tyrant in almost every single way? They both control adjacent spaces. That's where it ends with Gaze... Homestead, though... requires an undimmed creature, dims that creature, does not allow that creature to undim, allows buildings to be built adjacent to it. To top it all off, Homestead even costs an additional domain AND is a rare where Gaze is an uncommon. Weak, weak, weak. I'd prefer it to at least alter terrain around it to your choice... at least it will combo well with Peasant Armies, then. Optionally, give it the ability to return to hand for 3 flux.


I'm Assuming youve never used homestead with stagg to take all wells?


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 Post subject: Re: Upcoming Balancing
 Post Posted: Tue May 18, 2010 1:19 am 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
noob_mexican wrote:

I'm Assuming youve never used homestead with stagg to take all wells?


No, how would that work?

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 Post subject: Re: Upcoming Balancing
 Post Posted: Tue May 18, 2010 2:15 am 
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Joined: Sat Oct 24, 2009 12:11 pm
Posts: 148
atah...u can cast buildings in the control of homestead where gaze of tyrant u cant....that is why it is more expensive than gaze of tyrant. Also the thread isnt about making extremely good cards better lol....its about making weak cards better....homestead is a great card. prolly more useful than gaze of tyrant its just seen less cause its rare and less ppl play ci.

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