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CaveTroll
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Post subject: Orb of mind controll Posted: Tue Mar 16, 2010 10:30 am |
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Joined: Mon Mar 23, 2009 10:20 am Posts: 235
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I think the orb of mind controll + draknor's chain combo is OP. The problem is that it is so few ways to counter it. I think it needs to get banned or at least nerfed. Interested to hear if there is any people out there who think that this combo is good for the game and why:)
Btw: I don't think the combo is unbeatable, but I think it is bad for the game.
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cuttingedge99
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Post subject: Re: Orb of mind controll Posted: Tue Mar 16, 2010 3:20 pm |
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Joined: Tue Jan 19, 2010 1:29 am Posts: 53
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agreed. i think that it would be helpful if one part of the chain is broken, then both sides of the enchantment should be destroyed.
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Zurken
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Post subject: Re: Orb of mind controll Posted: Tue Mar 16, 2010 5:49 pm |
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Joined: Fri Mar 27, 2009 8:01 pm Posts: 526
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cutting; would make Chain very weak and you do NOT want to live up to that. believe me. Draknor's Chain Gang Leader my suggestion; make Orb untergetable by spells and enchantments, like poor Caravans are... (world enchantments should still affect it I think, let Awaken live )
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CaveTroll
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Post subject: Re: Orb of mind controll Posted: Tue Mar 16, 2010 7:17 pm |
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Joined: Mon Mar 23, 2009 10:20 am Posts: 235
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I dont think making it untargetable will work since u can just place it next to an altar of Ix and enchant that with chain instead.
Giving it just one health would not be enough, but would help. And dont let it complete instantly.
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noob_mexican
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Post subject: Re: Orb of mind controll Posted: Wed Mar 17, 2010 2:27 am |
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Joined: Sat May 30, 2009 10:31 pm Posts: 188
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How about orb of mind control+xasturs ball? (keyserrrr!!!) edit: And don't mess with teh chain!!
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UBER
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Post subject: Re: Orb of mind controll Posted: Thu Mar 18, 2010 2:55 am |
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Joined: Thu Jun 11, 2009 5:38 am Posts: 315
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Chain isnt the problem.
I really dont have a good solution to change orb. The chain orb combo is boring. So is waiting well your opponent sacrifices netherplasmas.. then cast nightmares and resacrifices them.
What Cave is trying to say is these repetive make your opponent wait combos dont create an enjoyable gaming experience.
I could possible see giving orb movement one or something or have it move one space closer to nearest creature for some other draw back.
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CaveTroll
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Post subject: Re: Orb of mind controll Posted: Thu Mar 18, 2010 9:02 am |
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Joined: Mon Mar 23, 2009 10:20 am Posts: 235
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The biggest problem is that once the combo is on the board there is nothing creatures can do since they cant get vision of the orb without getting taken. This is bad, not because the combo cant be broken (building decks will propably work), but because so many cool creature decks (see voices drill sergant deck) becomes unplayable. Maybe giving it lifespan would help.
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cylone
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Post subject: Re: Orb of mind controll Posted: Thu Mar 18, 2010 7:28 pm |
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Joined: Thu Dec 11, 2008 3:00 pm Posts: 124
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I have to agree, largely cause its very impervious to counters. Getting sight to it becomes ridiculously hard, it cant be disenchanted (simply reattach), with altar of ix pays for itself (so its not 1 creature a turn, its ALL creatures in one turn lol).
Ps. what may that "Battle ready" deck be? I presume its about that and some nice combos, and not just some lame unbalanced Subject of loathing sillines.
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UBER
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Post subject: Re: Orb of mind controll Posted: Thu Mar 18, 2010 10:46 pm |
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Joined: Thu Jun 11, 2009 5:38 am Posts: 315
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It dose not pay for itself, it cost one flux a turn. 2 flux to attach chain, one flux to use it.
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Altren
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Post subject: Re: Orb of mind controll Posted: Fri Mar 19, 2010 4:16 pm |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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1 flux per creature (3 to attach and move minus 2 for sacrifice). Usually that's enough to take all creatures. What I'm thinking about is making orb control creatures at start of round. But this might make it too weak, still don't have better ideas how to make it more playable.
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