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 Post subject: Re: Magnetite Beacon
 Post Posted: Wed Dec 10, 2008 6:38 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
Sunyaku wrote:
I humbly disagree, Zyc.

I have received this card in leagues as well, but not run it. And not because I didn't want to... but because I've yet to get a decent dispersement of MF creatures along with it. Playing against it at least a half dozen times or more, I have rarely overcome its influence on the game. In most games this card strongly turned the tide in the favor of my opponent. Granted, this card does require some skill, but in any map with a bit of water, it is a very difficult obstacle to overcome.


I've used the card and played against it. It's totally fine as is.

First, it's a tier 2 card. Second, you have to sink an absurd amount of flux to move anything a significant distance. Third, you need to be able to see the creature you're targeting. Fourth, there can't be any obstructions between the creature and the beacon, and sometimes the creature doesn't move in the direction you expect it to.

It's relatively well balanced, but it suffers the same problem as every other powerful card in this game: it becomes significantly more dominant once you're in the lead in flux or otherwise.

The real nerf for this is to create more low-end creatures for all the races, so your enemy can be cheaply blitzed, and has to spend his flux on casting his own creatures or defensive spells rather than bringing creatures closer to a building that they're already standing next to.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Wed Dec 10, 2008 7:58 pm 
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Joined: Wed Nov 19, 2008 8:19 am
Posts: 31
With cards like Gather Spirits or other flux producers this thing can be really annoying.

One problem I have with this card's ability and other abilities is that they have infinate range as long as something of yours has sight to the target. This allows things like this card or apprentice timesap, etc to manipulate creatures from the opposite side of the board in relative safety. Let's face it an easy way to accomplish this is to simply have a flier run around "seeing" things for the beacon.

A solution to this could be to have all/most "manipulate" abilities have a range value. This would work just like ranged creatures. For the beacon a longer range of ~6 may be appropriate. Then it would function like Foul Obelisk or Baltasar's Lash where it is a standoff card. The enemy needs to think twice before getting within range but has was to avoid it.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Wed Dec 10, 2008 11:04 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
I think I might fix it this way: viewtopic.php?f=4&t=406


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 Post subject: Re: Magnetite Beacon
 Post Posted: Thu Dec 11, 2008 12:42 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I don't want it nerfed. I've never used it, but I might in the future, seeing how many people despise it :-P That said, if you want to do something to it, perhaps consider placing a reload() on it?


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 Post subject: Re: Magnetite Beacon
 Post Posted: Fri Dec 12, 2008 5:13 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
I don't know about you guys but I've used Magnetite Beacon just as often to pull my own creatures out of water as I have to drown my opponent's creatures.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Sun Dec 14, 2008 6:56 pm 
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Joined: Fri Nov 21, 2008 10:05 am
Posts: 55
Location: Ukraine
What if it'd work like wind mogi?
Somethin' like:
At the end of the turn, if no counters were removed from magnetite beacon, put a charge counter on it.
remove a charge counter: pull target creature one space closer to magnetite beacon, if that space ain't obstructed with another figure.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Mon Dec 15, 2008 5:54 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
ivandubina wrote:
What if it'd work like wind mogi?
Somethin' like:
At the end of the turn, if no counters were removed from magnetite beacon, put a charge counter on it.
remove a charge counter: pull target creature one space closer to magnetite beacon, if that space ain't obstructed with another figure.


Charge counters are actually an interesting and potentially effective way to nerf this.

I support this idea, if you make it add two charge counters/turn.


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