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CaveTroll
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Post subject: Re: Possible changes with release of borderlands Posted: Thu Oct 15, 2009 9:10 am |
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Joined: Mon Mar 23, 2009 10:20 am Posts: 235
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Nether Plasma: I really suport it. Having three domains, 15+ flux and more than seven cards in hand round three is not good for the game. And to me that happens quite often.
H Throne: I support this change, but would rather see a flux increacement instread. I think it is good to encourage people to play multiple domains.
Caravan: Much needed change, but u should not make it totally unusable. I support +1 or +2 move.
Fissure: About time, but again, this would make it unusable. I support the oponent gaining glory (or flux?) and a higher casting cost. Any other changes will work too, but cards shouldnt be useless.
Really support that there once again will be changes.
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PredatORC
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Post subject: Re: Possible changes with release of borderlands Posted: Thu Oct 15, 2009 1:41 pm |
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Joined: Sat Jul 04, 2009 7:27 pm Posts: 58
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H throne: I think that proposed M4 change would affect the splashing more than anything else, and I support the change. This way the "everybody come to Training" will be cut down, and we'll see more fight and more ideas. Now, with Throne and Training harrassing around, you don't have choice but to include them... I disagree that this supports the "MF domination". The full MF army will be only 1 to beat, and soon the metagame will solve this problem.
Plasma: good. Fissure: I proposed this somewhere, so OK.
Caravan: please, don't! Caravan's only chance is to get to your buildings in the turn it was cast. Don't take this from it, because it will be useless. Instead, make it easier to kill, with something like this: Caravan can't be healed. Get down its HP to 4 or even 3.
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angelatheist
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Post subject: Re: Possible changes with release of borderlands Posted: Thu Oct 15, 2009 5:55 pm |
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Joined: Mon Mar 02, 2009 11:00 am Posts: 150
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I dont think Caravan of Dreams or Nether Plasma should be fixed. I think the necessary combos are hard enough to pull off that they can be competitive without being overpowered. As for Fissure, yeah -4 glory is essential a zero cost so this card is strong, not sure if its overpowered, especially since the new set has more aloft cards. Throne: I don't think its particularly overpowered but changing its stats probably wouldn't hurt it too much.
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Faxos
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Post subject: Re: Possible changes with release of borderlands Posted: Sat Oct 17, 2009 6:58 pm |
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Joined: Sat Feb 28, 2009 4:57 pm Posts: 40
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I'd be interested to know what Jed thinks about the changes he proposed, now, after few days and many replies since he started the discussion
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headshot
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Post subject: Re: Possible changes with release of borderlands Posted: Sun Oct 18, 2009 10:07 am |
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Joined: Fri Jul 31, 2009 9:12 am Posts: 270
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New idea for Caravan: keeping it as it is, but instead of going back to hand after it delivers, it could go to bottom of deck, and give more glory to compensate this, like 6 glory per delivery. This would make impossible the boring way to victory: cast rift, cast a caravan 5 rounds in row, game over.
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jed
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Post subject: Re: Possible changes with release of borderlands Posted: Sun Oct 18, 2009 12:18 pm |
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Joined: Tue Jan 08, 2008 2:07 am Posts: 1045
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Update after the discussion: * Hadarck's Throne: 4M We are still thinking this is a good idea. Giving acceleration to all the domains would just lead to no one ever playing at domain 1.
* Fissure: back to costing 4 glory (so you must have 4 glory before you can cast it) We are still thinking this is a good idea.
* Caravan of Dreams: can't be the target of spells or abilities (thus making Caravan + Rift no longer work) headshot's solution is also a possibility. But I would have it shuffled into your deck. angelatheist: The rift combo and others like it are just getting easier to pull off with new cards. It really isn't that hard with Borderlands and worse than that I think it makes for a not very fun game for either player.
* Nether Plasma: only starts with tokens when you cast it from your hand. We are still thinking this is a good idea. The fact that he comes back with tokens I think will lead to more broken things like the foreshadowing combo later on.
*Negate: 2M. Adding this to the list.
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Uncas
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Post subject: Re: Possible changes with release of borderlands Posted: Sun Oct 18, 2009 5:07 pm |
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Joined: Sun Aug 30, 2009 11:09 pm Posts: 51
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If you're set on changing Hadarck's Throne another possible change to consider is lowering it's health to 1. At 1 health it would die to Hailstorm or 1 hit from practically any creature. The power level of the card would be lowered, but it could still be played in decks that aren't straight MF. It's just something to think about. I don't know if you are wanting to lower it's power in only multidomain decks, or if you want to lower the power level of Throne in all decks.
If you change Caravan of Dreams, I'm liking the idea of giving 5-6 Glory and being shuffled back into the library. With this change, it could probably have +1 speed as well.
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CaveTroll
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Post subject: Re: Possible changes with release of borderlands Posted: Sun Oct 18, 2009 9:50 pm |
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Joined: Mon Mar 23, 2009 10:20 am Posts: 235
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Training stays the same?!
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kash
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Post subject: Re: Possible changes with release of borderlands Posted: Sun Oct 18, 2009 9:59 pm |
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Joined: Thu May 28, 2009 12:08 am Posts: 173
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I'll point out that Caravan of dreams isn't necessarily so useless after the change that it needs a buff. In particular, it also can't be targetted by your opponent's spells either, so he has to actually get some creature in the way to kill it. This actually makes me a little worried given that I can think of a bunch of other ways to move a building to it rather than it to a building...
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Keyser
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Post subject: Re: Possible changes with release of borderlands Posted: Mon Oct 19, 2009 1:58 pm |
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The Dark Platypus |
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Joined: Fri Jun 12, 2009 12:48 am Posts: 951
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Jed, Would you please elaborate on the reasoning behind the Throne change? Is your purpose to discourage decks that span across domains? If so, this change would make that happen, though I fear it will just make monoMF extremely popular.
I'd also like more explanation for the NP nerfing: Why nerf a combo that requires a lot of dedication to get? In order for the NP/Rag combo to work, the player must draw an Alter of Ix (autodraw helps, of course), at least one Nether Plasma, at least one Rag. The player must also have 3 domains to cast it. In addition, the combo is relatively useless unless the player also draw their big beastly creature they want to cast with the combo.
It's not an easy combo to get. I know, because I've played the deck a LOT. It either wins relatively decisively (once all the above criteria are met) or loses pitifully when it doesn't get the draw or gets rushed and domain buildings destroyed.
Sincerely, Keyser President of SPPINP (The Society for the Protection and Preservation of the Integrity of the Nether Plasma)
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