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 Post subject: Blessed are the Meek
 Post Posted: Thu Nov 20, 2008 8:01 am 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
This card is too powerfull for the cost, at 1 neutrol domain and 4 flux it grants: creatures with power 3 or higher dont undim. While this seems decent in play it can single card win. It's far too easy to play compaired to perma-locking a 6 cost three domain unit upon the turn it is dropped as well as locking all other big creatures. In league this card won two games against me drop alone, i didn't have enough weenies to contend. And while yes the deck is a beater type this card is far to easy to lock up full decks. While icy encasement and there ilk are getting weakened this card has far stronger lock. Two solutions would put this card in better place. 1. increase cost dramaticly by domain or flux. 2. Instead it should read "Creatures of 3 or more power do not undim if they performed an action this round." I'm in favor of 2. it at least makes your opponute deal with your drops although it will dramaticly lessen a beaters potential.


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 Post subject: Re: Blessed are the Meek
 Post Posted: Fri Nov 21, 2008 3:57 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
Zyc and I discussed this quite a bit last night, and we both agree the card is too potent as is, especially at it's current casting cost/rarity (I'm the jerk who dropped this on Zyc twice last night). Since then, I"ve been thinking a lot about the dynamics of this game, and I have a few ideas to improve it that are tangentially related to the effect this card has on play.

Problem #1, small creatures. As I see it, this game is won and lost on a player's ability to see what's out there, and control flux wells as quickly as possible. For that, you need an abundance of small/mid range creatures. This may be a a fault of the draw, but it seems too many players are depending on big endgame cards to win. This doesn't work in TFW, nor in MTG. The key is balance, synergy, and speed. Unfortunately, it seems all types except sylvan are shorthanded when it comes to weenies.

This said, I played two games tonight without casting Blessed are the Meek and had the same victorious result... b/c my rush/build game is good. Many players are building their first creatures by the time I have control of an additional flux point.

Problem #2, disenchant. Thus far, only MF and Sylvan have the ability to remove enchantments. I propose a neutral domain weenie creature that may be sacrificed to destroy target enchantment.... and maybe give elemental an enchantment that prevents all other enchantments from being played... there are lots of ways to handle this, but lots of people are having trouble dealing with these things once they hit the board.


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 Post subject: Re: Blessed are the Meek
 Post Posted: Fri Nov 21, 2008 4:28 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
An extra thought: there are additional ways to get around Blessed are the Meek, such as Manipulation - for a turn, of course, but it makes things interesting.
Not taking a side either way, just expanding the discussion.

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-Minds


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