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yaron
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Post subject: Re: Anti Magic Shell Posted: Fri Jul 09, 2010 8:36 am |
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Joined: Tue Jul 28, 2009 1:47 am Posts: 150
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Perhaps it should only be able to target your own figures. That would keep the main function of protection, but prevent proactive offensive uses like destroying a Weather Vane.
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grug
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Post subject: Re: Anti Magic Shell Posted: Fri Jul 09, 2010 12:35 pm |
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Joined: Fri Mar 14, 2008 3:52 pm Posts: 97
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Most domain can't do anything with AMS. 3 tokens is really too much. Well IMHO it 100% OP. Even more than palladin. PS. It sad if I need to add some cards in my deck specially to play with deck including this card.
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Monyx
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Post subject: Re: Anti Magic Shell Posted: Tue Jul 13, 2010 5:22 am |
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Joined: Sat Oct 24, 2009 12:11 pm Posts: 148
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i agree that would be a good solution yaron....
and i agree with grug that 3 tokens is too much...i think reducing it by 1 would even it out more.......2 tokens for 1 flux seems good to me still. i would still run the card and im fairly sure everyone else that runs paladins would as well.
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CerealBoxofDoom
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Post subject: Re: Anti Magic Shell Posted: Sat Aug 21, 2010 4:11 pm |
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Joined: Tue Aug 10, 2010 4:44 am Posts: 16
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Not only is magic shell fine the way it is. I think there should be weaker versions in other domains except for DL.
The magic shell is a great big "NO!" It punishes ppl who rely on easy spells and rewards those who were willing to play risky terrain dependant cards like the one that turns the ground into water and nonspell critter killers like the vampiric manticore.
On the other hand I think there should be a small prize for defeating a powerful card combonation. Like if you put this on that guy you get glory from for killing him. This could be extra glory rewading re prepared to defeat it.
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Zblader
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Post subject: Re: Anti Magic Shell Posted: Sat Aug 21, 2010 6:14 pm |
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Joined: Thu Nov 26, 2009 4:10 am Posts: 829
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CerealBoxofDoom wrote: Not only is magic shell fine the way it is. I think there should be weaker versions in other domains except for DL.
The magic shell is a great big "NO!" It punishes ppl who rely on easy spells and rewards those who were willing to play risky terrain dependant cards like the one that turns the ground into water and nonspell critter killers like the vampiric manticore.
On the other hand I think there should be a small prize for defeating a powerful card combonation. Like if you put this on that guy you get glory from for killing him. This could be extra glory rewading re prepared to defeat it. Dude.... the reward idea is practically abused in CI. And poor DL is really weak in the anti-enchant area, so adding AMS to all domains but DL would just make it crap, because DL has kickass spells and enchants, but no way to protect such spells and enchants. Keep in mind Manticore has a lifespan, so just just run away or play undead/spritual things/constructs, which should be available to all domains in some form. Also, terrain changing is normally spellcasting on terrain. AMS can't target terrain. I think we should just nerf AMS because it is a crippling blow to people who rely on enchants like Weather Vane and straight out OP on cards like Paladin of Xosa. The only case in which AMS helps the opponent... well, probably making a target magic immune, but probably nullifying a much needed Horns to Hide or Camoflauge as well. "Easy Spells" may not be useable, but there are counters like fissure, valley fog, and island banishment that do the job well enough. Overall, we should focus on AMS's lingering effect, rather than what it's designed to counter.
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CerealBoxofDoom
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Post subject: Re: Anti Magic Shell Posted: Sat Aug 21, 2010 7:21 pm |
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Joined: Tue Aug 10, 2010 4:44 am Posts: 16
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DL is naughty and deserved to be punished lol. To be fair it should get its own little goodie. I suggest chaotic and Dl get something that shifts the location of the shield around. For chaos there should be like some global thing where all enchantments go to random legal figures. For Dl perhaps there can be an unorthadox disenchant. Like "rude necromancer- anything it touches becomes disenchanted" or "holy crap! - all enchanted creatures become unaligned zombies with +10 speed that attack random targets!!! All spells are cancled an create more zombies!!!"
Or better yet Dl could get something else and stick to its "weak against enchantments" theme. Like say "power draining thing- for every enchantment each player controls or whatever this punishment is received."
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Zurken
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Post subject: Re: Anti Magic Shell Posted: Sat Aug 21, 2010 10:33 pm |
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Joined: Fri Mar 27, 2009 8:01 pm Posts: 526
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CBD; here's a card for you:
Ragnarök 1 of each domain required 10f (30f) Spell Cannot be countered by Valley Fog nor Dew Mogi. Caster wins the game. If it's EC game he must pay 30f and sacriface 3 creatures, but wins the EC.
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Zblader
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Post subject: Re: Anti Magic Shell Posted: Sat Aug 21, 2010 11:33 pm |
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Joined: Thu Nov 26, 2009 4:10 am Posts: 829
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Zurken wrote: CBD; here's a card for you:
Ragnarök 1 of each domain required 10f (30f) Spell Cannot be countered by Valley Fog nor Dew Mogi. Caster wins the game. If it's EC game he must pay 30f and sacriface 3 creatures, but wins the EC. Where can I get that card? @Cereal: DL was already punished after Altar of Ix was nerfed. I like the rude necromancer idea though.
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CerealBoxofDoom
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Post subject: Re: Anti Magic Shell Posted: Sun Aug 22, 2010 12:45 am |
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Joined: Tue Aug 10, 2010 4:44 am Posts: 16
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The alter got nerfed? I can just imagine what it was like before I still like it lol. But anyways I think a game like this needs a group with "that card/ those 50 cards to beat" I've never had the pleasure of using the shield myself but I had fun playing against a deck that used it. It protects you from your own stuff too right? it wasn't a big problem as long as I controlled the territory between our bases which is a strategy it doesn't directly counter unless u do it with specific types of spells
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Zurken
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Post subject: Re: Anti Magic Shell Posted: Sun Aug 22, 2010 8:38 am |
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Joined: Fri Mar 27, 2009 8:01 pm Posts: 526
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Zblader wrote: DL was already punished after Altar of Ix was nerfed. I like the rude necromancer idea though. Well, just play with Silver Stagg.. CBD: Altar didn't need to dim, thus was able to use the ability instantly and more times per turn. (And yea, AMS makes no differences between enemy's cards and your ones.)
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