Id like to suggest less salvage. As much as it sucks to lose for running out of buildings.. it also sucks to lose because salvage lets your opponent keep re-casting buildings.
How, I dont know. If anyone agrees please throw out some ideas.
Zurken
Post subject: Re: Salvage
Posted: Tue Dec 29, 2009 3:07 pm
Joined: Fri Mar 27, 2009 8:01 pm Posts: 526
Autodraw should hopefully fix that..
Sunyaku
Post subject: Re: Salvage
Posted: Wed Dec 30, 2009 5:30 am
Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
For epic lulz, destroy salvage figures, then cast dispel flux first thing next round.
emancipate
Post subject: Re: Salvage
Posted: Fri Jan 08, 2010 5:34 am
Joined: Fri May 01, 2009 9:17 pm Posts: 119 Location: behind you eating your cookies...
Sunyaku wrote:
For epic lulz, destroy salvage figures, then cast dispel flux first thing next round.
not funny game with huger, that was exactly how it happened...
Keyser
Post subject: Re: Salvage
Posted: Fri Jan 08, 2010 7:50 am
The Dark Platypus
Joined: Fri Jun 12, 2009 12:48 am Posts: 951
UBER, check out the definitive autodraw thread.. I've made a suggestion in that one to have buildings that you gain from autodraw that were not in your deck (i.e. if you have 3 groves, this woudln't apply until the 4th one you draw) have a decreasing salvage benefit that goes down by 2 every time you autodraw and cast a new one.
Let's say you had 1 grove in your deck, and it's destroyed. The next grove you draw would come from the autodraw of cards that are not in your deck. When you play that grove, it would start with 7 salvage counters. The next grove you draw and play would only start with 5. The next one would start with 3..
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