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doiron
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Post subject: Ord Stone Posted: Fri Dec 19, 2008 7:45 pm |
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Joined: Sun Nov 02, 2008 10:04 pm Posts: 348
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As much as I love it, it's overpowered. Sure it takes three rounds to gain back the flux, but over the course of a game it can easily contribute 8-12 flux which beats all the other flux-generating cards by a landslide. It also enables really cheap strategies like using Ord Beasts to run rampant or excessive magnetite pulling.
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ivandubina
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Post subject: Re: Ord Stone Posted: Sat Dec 20, 2008 1:39 pm |
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Joined: Fri Nov 21, 2008 10:05 am Posts: 55 Location: Ukraine
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Yeah,sure, it is. You need only 3 turns to start gaining profit flux. Other domain flux gaining cards gives you that when you might need it. Magnetite is deadly (or pretty useless, depends on terrain) even with 3 flux/turn. And i personally preffer ord beast+bear strenght/demonic surge combo Oh and your opponent can just destroy 'em, leaving you alone with tempo disadvantage. IMHO, stone is just solid card, no more overpowered than llanowar elves in MTG.
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RedFlag
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Post subject: Re: Ord Stone Posted: Sun Dec 21, 2008 4:57 am |
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Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
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ivandubina wrote: Yeah,sure, it is. You need only 3 turns to start gaining profit flux. Other domain flux gaining cards gives you that when you might need it. Magnetite is deadly (or pretty useless, depends on terrain) even with 3 flux/turn. And i personally preffer ord beast+bear strenght/demonic surge combo Oh and your opponent can just destroy 'em, leaving you alone with tempo disadvantage. IMHO, stone is just solid card, no more overpowered than llanowar elves in MTG. Make Ord Stone a universal domain card.
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Tryste
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Post subject: Re: Ord Stone Posted: Sun Dec 21, 2008 8:30 am |
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Joined: Sat Nov 01, 2008 7:14 am Posts: 89 Location: Victoria, BC
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When they get one or two of these out early game it's definitely a huge advantage. Three turns to start getting a return Ivandubina versus spending 7 or however much on a building to get one more per round. That's a sizable difference and the Ord Stone is far easier to get on the table than a building on a flux well.
You can up the cost one perhaps to keep it from dominating the early game so that it's out on second turn and forces a choice between domain and flux. The choice will still be the flux of course.
Universal? Sure why not.
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ivandubina
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Post subject: Re: Ord Stone Posted: Mon Dec 22, 2008 10:19 am |
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Joined: Fri Nov 21, 2008 10:05 am Posts: 55 Location: Ukraine
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Yeah, but MF got the least ways to generate card advantage/utilize extra flux. Surely, that extra flux helps speed up things in midgame, but results in just sitting on topdeck later. So Magnetite (which is overpowered by himself) and Ord Beast (1 extra action per turn at cost of only 2 cards is good combo, but is it better than, say, ghost crypt+ancient battlefield?) are only long-term combos. That's why i keep only 2 stones in my deck (even getting 2 of them can be sometimes equal to MtG mana flooding). I ain't against making ord stone universal domain, but it must be made considerably more costly then, coz others domain have much more uses to extra flux
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MistStlkr
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Post subject: Re: Ord Stone Posted: Mon Dec 22, 2008 6:23 pm |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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That is one reason I like to run with a splash of elemental in my MF deck, make some use of the Arc Mage with tat extra flux
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