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 Post subject: Re: How to fix Treetop
 Post Posted: Wed May 26, 2010 1:36 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
well at least 25% of the maps don't have 5 or more forests that can be seen by an elven scout so you would need forest creation to make it work still.


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 Post subject: Re: How to fix Treetop
 Post Posted: Thu May 27, 2010 11:34 am 
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Joined: Sun Aug 02, 2009 3:27 pm
Posts: 87
jed wrote:
Here are the current 2 ideas I'm thinking:
1) "Enchant World

One random desert or grass space in your area of control is {A,Greened} at the end of the round.
Gives {D,1,1} Domain if you control at least 5 forests."

or
2) "Enchant World

Gives {D,1,1} Domain if at least 5 forests are revealed to you."

I like 2 because it is simpler. 1 seems like two cards added together.


Personally, I'd much rather have the first one! The map slowly getting greener is thematically nice. It also somewhat helps balance the map trouble any tree deck is bound to run into. Tree decks are already heavily reliant on forest creating cards, and there's no risk that these cards will become superfluous.

If tree decks are to become competitive, the risk that you don't get a balanced draw between forest creation and forest usage has to be balanced by very strong combos made possible by good draws. I'm not saying that this dynamic should be taken away, but I think it's better to strive towards getting the draw dependency down to similar levels as most other decks.


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 Post subject: Re: How to fix Treetop
 Post Posted: Thu May 27, 2010 3:32 pm 
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Joined: Sat Oct 24, 2009 12:11 pm
Posts: 148
fixing this card i think would be easy....

add the ability

1 flux : 1 siviculture is added to your hand. use this ability no more than once.

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 Post subject: Re: How to fix Treetop
 Post Posted: Thu May 27, 2010 5:30 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
Has anyone tried to build a deck with it how it is now?


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 Post subject: Re: How to fix Treetop
 Post Posted: Thu May 27, 2010 10:59 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
I'd be glad to, but I'd need a copy of it :D .


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 Post subject: Re: How to fix Treetop
 Post Posted: Fri May 28, 2010 4:18 am 
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Joined: Fri Jul 03, 2009 9:50 pm
Posts: 132
I think the card is no better. You can play it like before when you have/create forests where you have building vision or you can play it when a weenie scout or falcon has vision on forests. Having domain depend on a 1/1 creature living is a pretty chancy thing. Not bad for your 3rd sylvan domain, but even against the AI it seems too risky for your 2nd.


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 Post subject: Re: How to fix Treetop
 Post Posted: Wed Jun 02, 2010 2:13 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
Ok it is now:
"Enchant World

One random desert or grass space you can see is {A,Greened} at the end of the round.
Gives {D,1,1} Domain if at least 5 forests are revealed to you."


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 Post subject: Re: How to fix Treetop
 Post Posted: Wed Jun 02, 2010 2:18 pm 
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Joined: Sun Aug 02, 2009 3:27 pm
Posts: 87
Great, jed! Now, if someone would just trade me some Loyal Wilds... :P


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 Post subject: Re: How to fix Treetop
 Post Posted: Wed Jun 02, 2010 3:41 pm 
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Joined: Fri Jul 03, 2009 9:50 pm
Posts: 132
I agree. Someone needs to trade me some Loyal Wilds


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 Post subject: Re: How to fix Treetop
 Post Posted: Thu Jun 03, 2010 1:53 pm 
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Joined: Tue Jul 28, 2009 1:47 am
Posts: 150
I just had a chance to play against the current version, and I think it might be a tad over the top.

The original trade-off with TD was that it's very cheap with flux, but you need to do extra work to get the domain (or get lucky with the map). Of course, the extra work might be worth it, because it's useful for your other cards.

As it is now, the card makes sure its own conditions are met, so it's no longer really conditional. It's true that it takes time to make the forests, but most people will be playing two copies anyway (to get to 3 domain), so they'll get 2 forests a turn and 5 forests by turn 5-6.

To evaluate the power level of this version, let's compare it to another 5-flux domain enchantment: Weather Vane.

The only disadvantages for TD is the delay in getting the domain, but if you play two copies, that's not really an issue.

However, TD has two major advantages over Weather Vane:

1. TD fills the map with forests, which can be very useful in a Sylvan deck (just look what happened to the market price of Loyal Wilds since the change was announced). Weather Vane has no side benefits - it just gives Domain.

2. It's a lot more resilient. This is a big issue: with Weather Vane, the cost of the 2 flux you save is that your Domain is very fragile (compared to just having another domain building) - you can lose both domains if just one building is taken out. TD, on the other hand, is completely immune to damage - it's better than another building in that sense. (it can be disenchanted, but that's also true for Weather Vane)


I'd prefer the version with just "see x forests to get domain", tweaking the numbers of forests and the flux cost to make it playable. It means you'll have to play other cards to make it work, but I think that's the point. Also, since it's "see forests" rather than "control forests", you can place those forests in places that are otherwise advantageous, and benefit from them in other ways. But you'll have to play dedicated cards to do so.

It's possible that to make this workable, some forest makers need to become 1-domain.


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