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 Post subject: Necessary Cards and Unecessary Cards
 Post Posted: Thu Feb 04, 2010 1:55 am 
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Last edited by UBER on Mon Feb 08, 2010 5:42 am, edited 1 time in total.

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 Post subject: Re: Necessary Cards and Unecessary Cards
 Post Posted: Thu Feb 04, 2010 2:49 am 
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I have to disagree with a lot of your card choices here. I'm only inculding the cards that I think any deck supporting the domain would benefit from. (there are a few exceptions though like multi domain decks or ones without creatures) My choices, comments:

Sylvan: goose tamer, thistle falcon (I haven't had much experience with the griffin yet)

Celestial imperium: Osin Faith Healer, (i think Revenant Bishop is way overvalued, people really seem to underestimate the drawback)

Mountain Folk: Ord stone, Craig scout, Hardark's fort. (Living Monument leaves you very vulnerable to removal and hill giant contractors isnt always a necessary expense)

Dark Legion: Crypt doctor, Possession, Altar of Ix. (nether plasma is good but it does require other cards to use with it to work correctly, claimed with blood and the eye are good ways to take flux wells but reasonable alternatives do exist)

Chaos: Faceless Lord, psychotic break (haven't had much experience with these cards either but these two cards seem excellent in any chaos deck)

Elemental: Cloudburst, Marauding Puddle (vapor mahal is good, but it can cause problems if you try to take a flux well with it)

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 Post subject: Re: Necessary Cards and Unecessary Cards
 Post Posted: Thu Feb 04, 2010 4:45 am 
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im going to tally up what people think at the top if more people choose to discuss this.


Id like to remind everyone its not a whats OP thread its a thread about cards that clearly are beneficial to use over their alternatives and cards that make a large amount of decks better just by adding them.


Edit: I have a lot of experience with chaos and because of all the enchantment destruction I dont even use psychotic breaks right now. Your sure to have them negated, disenchanted, stagged, feedbacked or bishoped with the current meta game. Even I run interference in my chaos decks to stop enchantments.


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 Post subject: Re: Necessary Cards and Unecessary Cards
 Post Posted: Thu Feb 04, 2010 5:19 pm 
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I also disagree with the choices listed. Here's what I'd say:

In a PURE Sylvan deck, I'd almost always play Morph if I include any creatures such as Goose Tamer or Pine Ent. I'd also almost always play Gossamer Palace. This, of course, changes if I'm not playing PURE Sylvan but multiple colors (in which case Morph probably wouldn't be played). In a deck that includes Sylvan, I'd almost always include Teleport.

MF: Throne in a PURE. Training, Negate

DL: Nefarious Research, Gather Spirits, in a deck that supports two DL: Possesion, Claimed with Blood, Drain Blood

Elemental: hmm..it really depends on what kind of deck I'm playing. I don't know of a card that is in every single Ele deck I build... maybe Cloudburst

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 Post subject: Re: Necessary Cards and Unecessary Cards
 Post Posted: Thu Feb 04, 2010 7:01 pm 
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Pretty much agree with what has already been said. Every faction generally has a couple staple 1-domain creatures.

Elemental: Sleet Mogi.

Sylvan: Tenderfoots. Cold Steel usually there too. Beacons in pure.

Dark Legion: Hellcats and/or Bloodlings. Lysis. (Doctors already mentioned)

Mountain Folk: Craig Scouts.

Chaos: Squatters, Glub Birds

CI: Soldiers/Halbardiers because they don't have much else.

Non-Faction: Diplomats


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 Post subject: Re: Necessary Cards and Unecessary Cards
 Post Posted: Fri Feb 05, 2010 7:56 pm 
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dl: posession and altar of ix.

Mf: ord stone (and maybe Hardark's fort)

Lots of other cards that is OP or overused, but these are the only cards I think that are both OP AND overused. Think it would be good if these cards were nerfed.


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 Post subject: Re: Necessary Cards and Unecessary Cards
 Post Posted: Sat Feb 06, 2010 1:13 am 
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necessary/overpowerd:

astridian diplomat (solution: no salvage for sacrifice)
dispel flux (solution: no flux drawn next round for caster)
morph (solution: 4 flux and/or 3 domain)
nether plasma (solution: 4 flux and/or no corpse)
possession (solution: 3 flux? 4??)
training (solution: +1 max health)

unnecessary/broken:

treetop dominion (solution: should autodraw, see quorum stone)
decompose (solution: area effect, target and all adjacent hexes)
dellenari beastmaster (solution: more beasts, e.g., thistle falcon)
tilting grounds (solution: no sleep token OR no token cap OR unlimited usage per turn on creatures that see it OR use on any creature you own)
longshadow clocktower (solution: reword to impact more cards, e.g., vapor mahal and/or remove a sleep token)
temple of the skull (solution: unknown)
spying sparks (solution: unknown)


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 Post subject: Re: Necessary Cards and Unecessary Cards
 Post Posted: Sun Feb 07, 2010 11:14 pm 
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Dellinari could give adjacent creatures some small bonus as well such as "adjacent creatures gain +1 speed and vision.

Anyways, for instance.

@ cave & everyone (in defense of my dl selection and what the forum is initialy about)
If your using possession and alter of ix with dl, I dont see how its not beneficial to add netherplasmas and carrion feeders.

The whole ix, np, possesion, feeder combo is increadibly mainstream for DL. Its beneficial to add these since few people run overclock.

Also, cards such as Claimed in blood and eyes of verexis though expensive, will make better replacements for dank pits or any other building drop. Are they OP, no. But head up theyre better and if you have them dank pits then become unnecesary. The thread was originaly about cards better than their alternatives and how it limits what is compeitive.


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 Post subject: Re: Necessary Cards and Unecessary Cards
 Post Posted: Mon Feb 08, 2010 4:51 am 
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Uber, I must disagree with you. Of course some cards are more useful, more powerful, of higher value than others. What's the other option?? Fewer and/or more homogenous cards? That does not sound like fun to me. It also sounds more limiting to strategy than card diversity. More options in card choice means more options in strategy. That is patently obvious to me.
In answer to a few of the opinions given here...
Dank Pit is still a useful card compared to Claimed because it is a 1 domain card. You can't use Claimed as a low-flux way to get a 2nd well early in the game. In addition, Claimed is vulnerable to enchantment removal. Dank has to be physically destroyed and can be defended.
Ord Stone has already been nerfed pretty hard. At just 2 health, it is easily destroyed early game before you make back the cost. I've had a few people tell me they don't use it anymore for this reason.
Vapor Mahal is powerful, but that is balanced by the fact it is flux intensive. I think Call of Korkoth might be a good substitute for it.

For me, there are several 1 and 2 domains cards that nearly are always used. Thistle Falcon, Tenderfoot Archer, Goose Tamer, Craig Scout, Bloodling/Hellcat, Disenchant, Lysis, Creeping Gloom maybe. There are a few others. But notice these are all common or uncommon which means they are widely available so they can be widely used. Notice the creatures are early or mid game creatures. The better early game cards are going to be widely used because most decks have the same goals in the early game. The spells are general use that can be applied in many situations.
With 3 domain cards, it really depends on what the deck is trying to do. Personally, I don't have any 3 domain cards that are automatically included in any deck.


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 Post subject: Re: Necessary Cards and Unecessary Cards
 Post Posted: Mon Feb 08, 2010 5:40 am 
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OMG.


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