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 Post subject: Counterspell
 Post Posted: Fri Feb 13, 2009 7:48 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
As long as spells like Morph can turn a far-dead creature into a fully healed one, I'm going to keep requesting a counterspell.


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 Post subject: Re: Counterspell
 Post Posted: Fri Feb 13, 2009 7:59 pm 
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Developer

Joined: Fri Mar 14, 2008 3:52 pm
Posts: 97
yes, heal is very powerful spell :)


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 Post subject: Re: Counterspell
 Post Posted: Fri Feb 13, 2009 8:46 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
I would rather have cards that eliminate those specific circumstances, instead of a generic counterspell. Something like the following would be a lot more appropriate in this game:

Insurer
Cost: X4
Attack 1, Health 2, Move 4, Vision 4, Range 0

If Insurer's attack causes a creature to have 0 or less health, that creature cannot be the target of any spells, enchantments, or special abilities.

(Alternatively, said ability can be in Enchant Creature form as well)

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 Post subject: Re: Counterspell
 Post Posted: Fri Feb 13, 2009 9:12 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
grug wrote:
yes, heal is very powerful spell :)


Well, in this instance, if you had morphed into your naturalist and it hadn't healed, the naturalist would have been dead. So yeah, flux dump.


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 Post subject: Re: Counterspell
 Post Posted: Fri Feb 13, 2009 9:13 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
mindstheatre wrote:
I would rather have cards that eliminate those specific circumstances, instead of a generic counterspell. Something like the following would be a lot more appropriate in this game:

Insurer
Cost: X4
Attack 1, Health 2, Move 4, Vision 4, Range 0

If Insurer's attack causes a creature to have 0 or less health, that creature cannot be the target of any spells, enchantments, or special abilities.

(Alternatively, said ability can be in Enchant Creature form as well)


This is interesting, and I kind of like the concept.

But I still think there are a fair number of circumstances where counterspells would be appropriate and not over-powerful.


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 Post subject: Re: Counterspell
 Post Posted: Sat Feb 14, 2009 4:51 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Basically, here is the sticking point for me. A counterspell happens after a spell is cast. But even dew mogi is a preemptive card. The idea being "if you cast a spell, you know this is going to happen." I'm all about preemptive denials of spell casting. But a counterspell will be so necessary that everyone will have 3 in their deck - and forcing people to hedge on the high likelihood one is in your hand at any time severely undermines the importance of spells in a deck. I'd rather encourage spells to be cast out of strategy rather than paranoia.

Also, I feel like the back and forth mechanic of this game just doesn't lend itself as easily to these types of denial cards. Negate kind of works because it's entities. But even then, you can do it for some time after the card has been in play.

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 Post subject: Re: Counterspell
 Post Posted: Sun Feb 15, 2009 3:11 am 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
mindstheatre wrote:
Basically, here is the sticking point for me. A counterspell happens after a spell is cast. But even dew mogi is a preemptive card. The idea being "if you cast a spell, you know this is going to happen." I'm all about preemptive denials of spell casting. But a counterspell will be so necessary that everyone will have 3 in their deck - and forcing people to hedge on the high likelihood one is in your hand at any time severely undermines the importance of spells in a deck. I'd rather encourage spells to be cast out of strategy rather than paranoia.

Also, I feel like the back and forth mechanic of this game just doesn't lend itself as easily to these types of denial cards. Negate kind of works because it's entities. But even then, you can do it for some time after the card has been in play.


But you also can't have more than 3. Mogi Nest, in theory at least, gives you an infinite number of Dew Mogis.


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 Post subject: Re: Counterspell
 Post Posted: Sun Feb 15, 2009 6:13 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I am pretty sure that Mogi Nest only draws the first mogi in the deck, I don't think it can draw what isn't there... Have I misunderstood how that worked this whole time???


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 Post subject: Re: Counterspell
 Post Posted: Sun Feb 15, 2009 6:58 am 
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Joined: Fri Nov 21, 2008 10:05 am
Posts: 55
Location: Ukraine
It just creates random mogi out of nowhere. You don't need any mogis in your deck. ;)


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 Post subject: Re: Counterspell
 Post Posted: Sun Feb 15, 2009 3:36 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
RedFlag wrote:
But you also can't have more than 3. Mogi Nest, in theory at least, gives you an infinite number of Dew Mogis.


Fair point.

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