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noob_mexican
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Post subject: Decomposition Posted: Wed Nov 11, 2009 7:07 pm |
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Joined: Sat May 30, 2009 10:31 pm Posts: 188
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From what i can tell, Decomposition is considered by almost everyone to be an unplayable card. And for good reason, in my opinion. Maybe im wrong and its a great card, but im just too noob to know it, but i think it could use a change. One thing i thought would be great, make the corpse into a seedling instead of a forest, that way it can be used with graft or even turn it into a sapling, seedburst it, and graft many times. Just a thought, if any of you use it, feel free to reply so i can understand what the cards all about. -noob
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Nighthawk42
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Post subject: Re: Decomposition Posted: Wed Nov 11, 2009 10:15 pm |
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Joined: Wed Sep 09, 2009 8:55 am Posts: 138
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Hmm...if the corpse became a Sapling it would be a great card. Not as good as Sapling (the card) early on when corpses are scarce, but if it kept the draw another card it would go into almost every Sylvan deck.
If we just dropped the cost to 0 I would play 1 or 2. It seems rather weak compared to the 0 casting cost, draw 2 cards, get rid of a ruin card Chaos has, but it is also easier to find corpses than ruins. The big problem is sparing the flux to cast it when the best thing it does is give you a card to replace itself.
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UBER
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Post subject: Re: Decomposition Posted: Wed Dec 23, 2009 4:41 pm |
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Joined: Thu Jun 11, 2009 5:38 am Posts: 315
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Well.. I suppose it would be useful in a complex combo deck. Like tree top dominions and silviculture. But even then the card draw isnt enough. I still dont think 0 cost isn't OP but I would raise its cost to 4 flux and let it draw a second card. That makes it a little more useable in sylvan rush as well as for combo draw and seems balanced compared to nefarious research. In fact, considering the possesion combo with research I would say 3 flux is ok.
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Nighthawk42
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Post subject: Re: Decomposition Posted: Sat Dec 26, 2009 6:52 pm |
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Joined: Wed Sep 09, 2009 8:55 am Posts: 138
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At 4 flux you would have to compare it to Call to Battle which noone uses either. I think the solution is 0 flux. Maybe 2 flux, 2 cards, where it did more than replace itself.
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Sunyaku
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Post subject: Re: Decomposition Posted: Tue Dec 29, 2009 4:12 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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noob_mexican
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Post subject: Re: Decomposition Posted: Tue Dec 29, 2009 8:28 pm |
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Joined: Sat May 30, 2009 10:31 pm Posts: 188
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Haha I love it. I remember when I was a little old noob and started this thread and got all disappointed in the lack of feedback I got . But alas, 2 months later and i get responses haha good stuff.But yeah, I like sunyaku's idea (from his linked post) of destroy all corpses, turn into forest. Although, that might be a bit OP against DL, as they have quite a few corpse related cards.But as is now, might as well take it out of the game as the only people I have seen use it are n00bs using default deck.
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queeshai
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Post subject: Re: Decomposition Posted: Tue Dec 29, 2009 10:02 pm |
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Joined: Fri Nov 13, 2009 8:26 am Posts: 139
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currently: S1, Target corpse on land is removed. That space becomes a forest. Draw a card.
idea: S1, All corpses (on land?) adjacent to target hex are replaced with forest. Draw a card.
the most obvious impact is on death mark.
I agree that keeping the current text and reducing the flux cost to zero would not be overpowered -- as noted in the other thread, I would still prefer gills/fins at 1 flux to decomposition (as worded now) at zero.
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