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I would side with this. Especially when your opponent gets two souls free and you didn't because you weren't lucky enough to draw them. Two points out of five is big.
Banning SoG could make games last too long.
This is another excellent point, I also had the same reservation about banning the big 2. Question: would banning Sog/NJ and playing to 3 lost souls instead of 5 be a good solution?
Quote from: Master KChief on November 21, 2012, 11:40:26 AMThis is another excellent point, I also had the same reservation about banning the big 2. Question: would banning Sog/NJ and playing to 3 lost souls instead of 5 be a good solution?I'd rather go to 4 if there is no SoG. But I personally would rather keep SoG, ban NJ, and go to 5.My bans:NJ (for the reasons stated by MKC above)Mayhem (way too much power in one card. the game is so much less stressful when you know your opponent can't have this in their hand - that is my experience from playing some Type Ban games last year. Too much of a card swing, even if it can't be played Turn 1. This card wins games by itself. And let's not forget why it got an errata - because it could never be countered by card counters.)TGT (although I have one reservation about this - MMoJ can no longer be CBN. Maybe that is a good thing as well, but NT White takes a huge hit with TGT gone. For the sake of the game, I would say it is worth it.)Isaiah's Call (hear me out on this. I know Isaiah is powerful without his call, but let's face it, Isaiah's role in The Deck is significant because of this card, not because of bulletproof kings or recursion of Isaiah battlewinners. The Deck would be recurring Live Coal anyways. The TC tutoring AND recursion of Isaiah, combined with extensive CBN negation, plus CBN site access, puts this over the top.)AUTO (D2 plus tutoring of some of the games best heroes, plus AUTO himself can be TC tutored with W3, all CBN.)Lost Souls (Let's face it, this card is way more effective if your opponent has not played SoG. Even if, with bans and the Dom cap, we reached the point were players might actually choose to leave SoG out of deck, this card gives reason to keep it in. Lost soul manipulation via evil cards is not OP. Lost soul manipulation via a lost soul is. This card is frustrating and is just too different from other lost souls.)AOCP (this card is the whole reason that protect forts were made. Way too much territory destruction, coupled with a virtually guaranteed soul, all CBN. And the theme it belongs in, Disciples, has a way to make it CBN anyways.)Thaddeus (the new cards are the ONLY reason Thad is not the most complained about card right now, like he was after Disciples came out. He accomplishes what TGT does (makes battles not happen), but not because the opponent can't block him; he does it because the opponent can't do anything even if he has blocked. The CBI is what does him in.)Notable cards not banned:Haman's Plot (in a perfect world, I would. Ripping a card as the cost is lame, because it favors those with the financial means to have multiple copies of the same deck, and who can also afford to permanently lose a good card. I feel almost guilty or embarrassed when I play this card in ROOT. But right now, offenses are light-years ahead of defenses, and Plot is one of the few things that can put a dent in offenses.)Daniel (maybe banning Daniel and Isaiah's Call would alone be what it takes to bring The Deck down to Tier A. I'm not sure. Daniel is so good because he is a green prophet, not because he is a white Daniel hero; but if the Daniel theme is ever going to be developed, it needs him, because it is so weak.)
Mayhem (way too much power in one card. the game is so much less stressful when you know your opponent can't have this in their hand - that is my experience from playing some Type Ban games last year. Too much of a card swing, even if it can't be played Turn 1. This card wins games by itself. And let's not forget why it got an errata - because it could never be countered by card counters.)Isaiah's Call (hear me out on this. I know Isaiah is powerful without his call, but let's face it, Isaiah's role in The Deck is significant because of this card, not because of bulletproof kings or recursion of Isaiah battlewinners. The Deck would be recurring Live Coal anyways. The TC tutoring AND recursion of Isaiah, combined with extensive CBN negation, plus CBN site access, puts this over the top.)AUTO (D2 plus tutoring of some of the games best heroes, plus AUTO himself can be TC tutored with W3, all CBN.)Lost Souls (Let's face it, this card is way more effective if your opponent has not played SoG. Even if, with bans and the Dom cap, we reached the point were players might actually choose to leave SoG out of deck, this card gives reason to keep it in. Lost soul manipulation via evil cards is not OP. Lost soul manipulation via a lost soul is. This card is frustrating and is just too different from other lost souls.)AOCP (this card is the whole reason that protect forts were made. Way too much territory destruction, coupled with a virtually guaranteed soul, all CBN. And the theme it belongs in, Disciples, has a way to make it CBN anyways.)Thaddeus (the new cards are the ONLY reason Thad is not the most complained about card right now, like he was after Disciples came out. He accomplishes what TGT does (makes battles not happen), but not because the opponent can't block him; he does it because the opponent can't do anything even if he has blocked. The CBI is what does him in.)
Mayhem (way too much power in one card. the game is so much less stressful when you know your opponent can't have this in their hand - that is my experience from playing some Type Ban games last year. Too much of a card swing, even if it can't be played Turn 1. This card wins games by itself. And let's not forget why it got an errata - because it could never be countered by card counters.)
Browarod, Mayhem is still broken. You can't build a deck to counter it. That's impossible.
Isaiah's Call (hear me out on this. I know Isaiah is powerful without his call, but let's face it, Isaiah's role in The Deck is significant because of this card, not because of bulletproof kings or recursion of Isaiah battlewinners. The Deck would be recurring Live Coal anyways. The TC tutoring AND recursion of Isaiah, combined with extensive CBN negation, plus CBN site access, puts this over the top.)
Kidding aside, banning SoG and/or NJ won't solve the underlying speed issue. A race to 3 is still a race to 3 with or without the Big Two. Most of the time people are racing to their CBN battle winners and just collecting Soggy Waffles along the way.
As for TGT, I've seen it used far more as a passive Fort to make Mary's band CBN than to actually pre-block ignore. Print a Dominant that can negate and/or destroy a Fortress and we're good to go on the TGT front.
Mayhem is not what everyone cracks it up to be, especially after the errata. If you build your deck properly you should have no trouble with this card.
Thaddeus, like Mayhem, is not the big baddie everyone thinks he is. I've rarely actually gotten to protect from an opponent's entire defense even when I build a deck around Thad (Crown of Thorns, all the Disciples, etc.). He's in my Disciples deck only because he helps with some of the lower-numbered auto-block-type ECs.
if God intended for cards to be banned, he wouldnt have given inspiration for the cards to rob. and honestly i wouldnt think God would be happy if there was cards in his game. i would think if there should be banned cards it should be the ones without special abilities cause hardly anybody uses em
but you can't possibly make a deck with all of the "OP" cards in it and expect it to win!
I believe that the only card really worth banning atm is NJ. Just some food for thought. At the most recent tournament I went to. I played "The Deck" to see what the hype was all about and I copied one of the national decks and I played about 3 fun games. They were all against balanced to defense heavy decks and I lost every single one. Right now The Deck simply counters itself (If that makes sense) and other speed decks. If people just started playing with defense we would have the problem with all these cards.
Westy, why does Pale Green have a favorable matchup against TGT?
Sure, I may lose a couple cards if my hand was over 6.