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 Post subject: Magnetite Beacon
 Post Posted: Fri Dec 05, 2008 3:07 am 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
I have to say, I didn't think this was a good card until I was just spanked by it and now I think it's probably the most broken card left. If there's any significant water on the board, these become "kill any non-aloft creature for x flux and as often as you like".

it needs to either be a dim on use, or it needs to not move creatures over water. at the very least if there's an option of two hexes that are directly "closer" it should not pull the creature to the one that has water.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Fri Dec 05, 2008 3:47 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
OR make the abillity more expensive. I played against someone with two ord stones who cast it and then spent 14 or so flux to drag two of my creatures half way across the board into the drink. I was already losing, but this certainly added unecessary insult to injury.

Wind Mogi was nerfed, so we need to find a good way to nerf this as well... since it's arguably MORE powerful.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Fri Dec 05, 2008 5:29 am 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
This card is actualy still weaker then mogi, i don't know why it seems like it should be insane, but the creatures are never in the right line to get easy kills with. Its one of those, you see it coming so you don't get hit by the bus things. Unless they have a ton of flux you can play around it fairly well.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Fri Dec 05, 2008 2:27 pm 
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Joined: Mon Mar 31, 2008 9:55 pm
Posts: 716
Location: Moscow, Russia
First of all you need to find good place for Beacon, you must place it behind water to be able to sink. Second: you always can stay behind building/enemy creature/do not finish your turn on Beacon-Water line. Third: actually, 14 flux for two creatures is Alot flux, in comparison lysis cost 4, not 7! There are only few creatures that cost 7 or more, so enemy loosing more flux than you. You also can run into dangerous places (where enemy can kill you unit in water) only after he spent his flux, so he won't have enough flux to kill you.

So, I believe that this card is good as it it now.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Fri Dec 05, 2008 2:49 pm 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
Ok, I'll tell you my specific example then:

Map with average amount of water. I have 3 creatures out that are close to water. He drops the Mag Beacon and then kills all 3 creatures with an additional 4 flux. Zero I could've done about it. Zero I could've prepared for. 3 creatures that cost 12 flux dead for 6 flux in one round without so much as a scratch for him. Ridiculously overpowered.

Sure map circumstances change, but I still very much stand by this card being too much.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Fri Dec 05, 2008 4:47 pm 
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Joined: Sat Nov 01, 2008 9:09 pm
Posts: 104
You just had a worse-case scenario. The building is fine as-is.

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 Post subject: Re: Magnetite Beacon
 Post Posted: Fri Dec 05, 2008 6:03 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
D - While that does suck, I have to say that whoever you were playing just got damned lucky.. I can't say the card needs to be nerfed, you just got one really [un]lucky play that time..


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 Post subject: Re: Magnetite Beacon
 Post Posted: Sat Dec 06, 2008 12:11 am 
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Joined: Sat Nov 01, 2008 7:14 am
Posts: 89
Location: Victoria, BC
In fairness, Doiron's experience had much to do with how the card was played. I waited to play it until I could get it out at the end of a turn when his creatures had moved and pulled all his creatures into water, which happened to be plentiful on this map, without allowing him a way to react.

If he had known I had the building on the map he might have been more careful about his creature placement but it can be difficult to counter depending on the terrain. Just a potential bugbear to keep in mind when playing against dwarves.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Sat Dec 06, 2008 3:48 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
What about bumping up its domain requirement? Since it has great potential to completely change the tide of the game, I think it qualifies for the "tier 3 mantra" that seems to be developing.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Sat Dec 06, 2008 9:49 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I'll be the one to bitch here.. any time any card gets used in any way that affected the game people call for a nerf.. it's kind of getting old...


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