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Quote from: The Guardian on August 17, 2013, 02:57:55 PMWhat pre-block ignore combos do you think are still a problem?Its not specific combos with me (though TGT is still pretty powerful, and Jacob/Joseph RTC is still very good), its the fact that pre-block ignore completely takes away your opponent's ability to block, which I really don't think is a good thing.
What pre-block ignore combos do you think are still a problem?
Preblock ignore being a problem or no doesn't belong in this thread. I think it was very cool of Gabe to open the door to us and allows us to give some feedback from non-elder perspectives. I don't want to lose such a privilege over a frivolous debate that belongs in another thread.
Just my thoughtPreblock ignore being a problem or no doesn't belong in this thread. I think it was very cool of Gabe to open the door to us and allows us to give some feedback from non-elder perspectives. I don't want to lose such a privilege over a frivolous debate that belongs in another thread.Something else I would like to see would be a missionary identifier.
Quote from: jbeers285 on August 17, 2013, 07:27:38 PMPreblock ignore being a problem or no doesn't belong in this thread. I think it was very cool of Gabe to open the door to us and allows us to give some feedback from non-elder perspectives. I don't want to lose such a privilege over a frivolous debate that belongs in another thread.I don't agree with that at all, because I'm saying we actually need to counter it, which would require new cards. Others seem to disagree that we need to add more counters. That's the whole point of this thread, he's asking for input, which you can't have without a discussion
Quote from: jbeers285 on August 17, 2013, 07:27:38 PMJust my thoughtPreblock ignore being a problem or no doesn't belong in this thread. I think it was very cool of Gabe to open the door to us and allows us to give some feedback from non-elder perspectives. I don't want to lose such a privilege over a frivolous debate that belongs in another thread.Something else I would like to see would be a missionary identifier.Redoubter is correct in that Gabe's asking for input about what needs to be countered and people were just wondering which specific combos were the problem. Also, I think the missionary identifier would be a good idea but I think it'd be more of an Evangelist identifier right? Since we already have Philip the Evangelist it would make sense.
I also didn't think pre-block ignore is as big a deal anymore. Although I saw probably 6 Zebuluns splashed into Disciples decks at nationals...
Quote from: Captain Kirk on August 17, 2013, 11:10:35 PMI also didn't think pre-block ignore is as big a deal anymore. Although I saw probably 6 Zebuluns splashed into Disciples decks at nationals...Question, were they aware Zeb doesn't do anything if any disciples are out?
TGT didn't play a huge role in the top decks at Nats (I think only JDS was running Disciples w/ TGT of those who made Top Cut). There was only one disciples deck in T2 and I'm not sure if Clift was running TGT in that deck.
Quote from: Drrek on August 17, 2013, 04:14:49 PMQuote from: The Guardian on August 17, 2013, 02:57:55 PMWhat pre-block ignore combos do you think are still a problem?Its not specific combos with me (though TGT is still pretty powerful, and Jacob/Joseph RTC is still very good), its the fact that pre-block ignore completely takes away your opponent's ability to block, which I really don't think is a good thing.This. If I can play pre-block ignore off of TGT, HT, Jacob, and more, it makes it so that there is quite literally no way to have a battle or block. The 'counters' we have to ignore also don't even have total coverage of the problem.It is asked, what combos are 'still' a problem. Response is, what solutions to it have come out that ever fixed it? They still can run rampant, doing whatever they please. The only legitimate counters that has been printed are DD and CWD, but DD is squishy, CWD causes other problems (and is a great offensive card honestly), and there is still nothing to counter TGT. Destructive Sin is about it, and even that is pretty limited in effectiveness.I'm not sure how allowing players to just not allow blocking is a good idea, and more counters are needed to stop it IMO.
Quote from: Redoubter on August 17, 2013, 07:12:44 PMQuote from: Drrek on August 17, 2013, 04:14:49 PMQuote from: The Guardian on August 17, 2013, 02:57:55 PMWhat pre-block ignore combos do you think are still a problem?Its not specific combos with me (though TGT is still pretty powerful, and Jacob/Joseph RTC is still very good), its the fact that pre-block ignore completely takes away your opponent's ability to block, which I really don't think is a good thing.This. If I can play pre-block ignore off of TGT, HT, Jacob, and more, it makes it so that there is quite literally no way to have a battle or block. The 'counters' we have to ignore also don't even have total coverage of the problem.It is asked, what combos are 'still' a problem. Response is, what solutions to it have come out that ever fixed it? They still can run rampant, doing whatever they please. The only legitimate counters that has been printed are DD and CWD, but DD is squishy, CWD causes other problems (and is a great offensive card honestly), and there is still nothing to counter TGT. Destructive Sin is about it, and even that is pretty limited in effectiveness.I'm not sure how allowing players to just not allow blocking is a good idea, and more counters are needed to stop it IMO.Golgotha? It is an amazing counter to pre-block ignore escpecially if you are playing CP.
To me pre-block ignore is a problem as long as people keep splashing cards like Zeb into decks where they wouldn't normally go (like disciples) just to abuse an overly powerful tactic in the game that prevents opponents from even getting to use their cards.
I also didn't think pre-block ignore is as big a deal anymore. Although I saw probably 6 Zebuluns splashed into Disciples decks at nationals...Some ideas:1. More Territory Destruction - I think that more evil situational territory destruction cards would be good. Right now it is mainly crimson and pale green that can hit territory. Maybe print a card for orange, a card for evil gold, and a card for brown that do something along the lines of Set Fire, Razor, Forest Fire, ASA, Babylonian Soldiers, etc. Gray and black see a lot of play as is and black has Abom so they wouldn't need it. 2. Cards that are dynamic based on d/c pile size - Like browarod said, I think it would be cool to have cards that are more powerful if your opponent has more cards in their discard pile. That would put a hurt on fast decks, Gates of Hell, and be a good end game strategy. Magic does this concept well with cards like Consuming Aberation (I think that is the card). 3. Cards with "or" abilities - I think that cards should potentially have "or" abilities as this would provide so many more options in gameplay.- Make one ability high cost high reward (e.g. discard top card of deck and two of your heroes to discard two of your opponent's cards) and another more simple (draw 1, band to a ___ hero). - Make one ability a great counter to certain deck types and the other more generic and weaker. - Or make one ability slam one strategy and the other ability slam a completely different strategy. I could see value in making almost an entire set with "or" abilities.4. Off-the-wall abilities - Introduce cards that really turn the game on its head, like Seven Wicked Spirits and Stalks of Flax. These cards will throw a wrench in whatever setup your opponent had going. - Maybe switch places with your opponent for two turns if you have at least 6 cards in hand - meaning you play as your opponent and vice versa. You would try to make them waste their best cards at the risk of them doing the same to you. It would need to be heavily tested but I think it could be pretty fun.- Make a dominant that "rewinds" a turn (or round). - Allow all evil characters to taunt via an artifact or other card. Kirk
I'd like to see more defensive TD as well. Not 1 for 1s, like Ancient Evil or A Look Back. EEs more hardy that could make their way into decks, even if they aren't battlewinners. Maybe cards that target both artifacts and heroes in territory.
I agree that thematic increase are not what we need. Every theme can't be playable. If every theme is playable, I really think the game would be terrible and OP most likely.