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Orange brigade needs... help. It'd be nice to play a solid orange defense that didn't need the help of magicians.
I think we need more roman reprints, like four squads, roman jailer, the other non gray emperors and Nero.
3. Cards with "or" abilities - I think that cards should potentially have "or" abilities as this would provide so many more options in gameplay.
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.
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.
Hand control needs more counters now.
We need more counters to sites ... sites have so few counters right now that there isn't much of a way to get past them in almost all decks.
I agree we need more playable counters to sites.
In type 2 errata The Long Day and call it quits.
Despite the game possibly being in the healthiest state we've seen in a while, what do think the game needs right now? What card types, themes or special abilities need to be helped or weakened?
I disagree that underdecking is an issue, the only CBN/I underdecker is Scattered. the rest are all interruptable. With top players the only reason they would play this negateable battle winner is the guarantee that it can hit who they want to hit with it.Think Joseph protected from underdecking??
Other more creative options would include an ability that let you draw from the bottom of your deck instead of the top or an ability that topdecked the bottom X cards of your deck.
I'd like to see more counters to territory class enhancements. In particular reprints of Covenant with Noah and Unsucessfull that "negate and discard the last good/evil enhancement played or any good/evil enhancement in play."
Drawing and in particular CBN drawing is still particularly ubiquitous and lacks good counters. An ability that "reduces the number of cards drawn by all draw abilities by 2" would be an interesting new approach to the issue.
I was under the impression we were talking about cards that target characters.And there are already plenty of ways to protect your hand for opponents.
I used a Herod's/Gray defense at Nationals. There are a couple specific cards that those themes would benefit from:Herod's could use a character that makes withdraw abilities CBN. It would probably need a condition to keep it from being too powerful.Grey could use a interrupt/negate that isn't horrible. (Although an Unsuccessful reprint would probably be enough to fit that bill.)
Quote from: TheHobbit on August 17, 2013, 11:48:24 AMIn type 2 errata The Long Day and call it quits.Would categorizing The Long Day as a Side Battle/New Battle card so that you could only create one extra battle with it per turn be enough?
I think that the game needs more hand protection since there are now many cards that target hands.
Quote from: Nameless on September 08, 2013, 09:50:43 AMI think that the game needs more hand protection since there are now many cards that target hands.Specifically from under/topdecking and look (since naz protects from shuffle, and 4-d coin protects from discard) imo.
Hand targeting is a good defense strategy. Leave it alone people.
Quote from: Red on September 08, 2013, 11:38:05 AMHand targeting is a good defense strategy. Leave it alone people.The most common hand targeting at Nats was I am Holy removing people's defense so that the offense could walk in for free LSs. That certainly isn't a "defense strategy".
Those sound like really good ideas to me, I love the sins and prayers idea. However those ideas seem to contradict your though on avoiding complex cards in this new set.