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 Post subject: Re: Cards that are too strong or too weak?
 Post Posted: Sat Apr 19, 2008 9:00 pm 
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Haunt is very useful scout. It also can defence you units because he has fear.


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 Post subject: Re: Cards that are too strong or too weak?
 Post Posted: Sat Apr 19, 2008 11:10 pm 
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I think the haunt is actually very good. He is pretty fast because of hover and he can shield your guys and your construction sites while they are building. He has definitely come in handy for me.


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 Post subject: Re: Cards that are too strong or too weak?
 Post Posted: Sat Apr 19, 2008 11:40 pm 
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But haunt has to spawn off a corpse. So if you have corpses to use, just use the space in your deck for a hallows eve and have every corpse have fear, rather than just one haunt. Having a fear that moves i guess could be useful...but i'd rather combo ancient battlefield with hallows eve. It's harder to get the right combo i'll admit, but you will have a whole area to fear people(strategically placed, and every other battlefield you bring in will have the same fear effect), and unless you use the corpses(for carrion/zombiefying/etc), corpses can't be attacked and removed by your opponent as easily as range attacking the haunt.

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 Post subject: Re: Cards that are too strong or too weak?
 Post Posted: Wed Apr 23, 2008 4:17 pm 
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The Nothing card seems to be aptly named,

Enchant unocupied space on the board
This space cannot be entered or moved through
Permanent that ends its turn there is destroyed

But it CAN NOT be entered... How is a permanent supposed to be destroyed if the hex can not be entered, and it has to unoccupied in the first place!

This card costs 3 domain!, and 3 Flux!, for what? So you can make 5 hexes with no strategic positioning on the edge of the board, knowing full well that these hexes won't do anything to your opponents creatures(ever). Cause if there aren't any nodes on the edge of the board, and it won't kill anything, it'll never be strategic.

Please adapt this card.

Yours Truly,
Mr. Strongly committed to the dark domain style

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 Post subject: Re: Cards that are too strong or too weak?
 Post Posted: Wed Apr 23, 2008 5:26 pm 
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EmptyThreat wrote:
How is a permanent supposed to be destroyed if the hex can not be entered, and it has to unoccupied in the first place!
First of all it removes corpses, enchantments, destroyed buildings and flux points(!).
EmptyThreat wrote:
This card costs 3 domain!, and 3 Flux!, for what? So you can make 5 hexes with no strategic positioning on the edge of the board, knowing full well that these hexes won't do anything to your opponents creatures(ever). Cause if there aren't any nodes on the edge of the board, and it won't kill anything, it'll never be strategic.
If you have many flux you can make strong barrier for defence for example. :)


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 Post subject: Re: Cards that are too strong or too weak?
 Post Posted: Wed Apr 23, 2008 7:09 pm 
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meh.

With so many creatures coming at you, have fun with those strategies.

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 Post subject: Re: Cards that are too strong or too weak?
 Post Posted: Wed Apr 23, 2008 11:19 pm 
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Joined: Tue Mar 25, 2008 12:48 am
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Quote:
Enchant unocupied space on the board
This space cannot be entered or moved through
Permanent that ends its turn there is destroyed

But it CAN NOT be entered... How is a permanent supposed to be destroyed if the hex can not be entered, and it has to unoccupied in the first place!


Well that's when you combo it with either Magnetic Beacon or Call from the Pit, those will let you drag creatures into spots that cannot be entered.


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