New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
I like the dominant cap, though it doesn't actually fix the problem at hand. Why not go about giving Mayhem an errata a different way? This would be my proposal:"[If you have more than 5 cards in your hand]..."OR"...[cannot be played if you have less than 6 cards in your hand."These do essentially the same thing, though I prefer the first one because it still allows Mayhem to be played without being used for whatever reason. While it won't completely destroy FTM, it will greatly lessen the gap that there is if a Mayhem is indeed played in the first round, since the person playing it has to have seven cards in hand (including Mayhem) in order to use it.
Quote from: Chronic Apathy on September 13, 2011, 11:33:55 AMI like the dominant cap, though it doesn't actually fix the problem at hand. Why not go about giving Mayhem an errata a different way? This would be my proposal:"[If you have more than 5 cards in your hand]..."OR"...[cannot be played if you have less than 6 cards in your hand."These do essentially the same thing, though I prefer the first one because it still allows Mayhem to be played without being used for whatever reason. While it won't completely destroy FTM, it will greatly lessen the gap that there is if a Mayhem is indeed played in the first round, since the person playing it has to have seven cards in hand (including Mayhem) in order to use it.that first errata would just make it so FTM could only be played in the situation it hurts most haha, the perfect FTM is that I have no cards left in my hand after playing it, it might stop a few FTM but not the worst of them, the second ability however would do the trick because it limit the card swing, they wouldn't be getting any extra cards from it. It would still hurt the oppopnent taking them from 11 to 6 but not nearly as much as when that is combined with drawing more then you shuffled
I believe that Kirk in another thread actually came up with an even morn interesting idea involving not playing dominants first turn. If you get dominants in your opening hand, you can redraw for them and then shuffle them back into your draw pile. Kinda like a mulligan but for dominants only.
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Quote from: uthminister [BR] on September 13, 2011, 03:23:04 PMI believe that Kirk in another thread actually came up with an even morn interesting idea involving not playing dominants first turn. If you get dominants in your opening hand, you can redraw for them and then shuffle them back into your draw pile. Kinda like a mulligan but for dominants only.I don't know if I'd go for that. Doms are still powerful enough that I'd keep them for the second round.
The advantage of the dom cap is that Cactus can print more doms without reducing the variety of decks further.This is also a disadvantage.
The cap = the number of lost souls in the deck, just like the site cap.Quote from: SomeKittens on September 14, 2011, 09:55:15 AMThe advantage of the dom cap is that Cactus can print more doms without reducing the variety of decks further.This is also a disadvantage.Agreed. Though the potential disadvantage can be kept in check by making dominants that are a lot more situational or tied to specific themes. Things like Glory of the Lord, which currently is only in a small percentage of decks.Which 7 would you use? Is it worth growing to a 63 card deck to add the 8th dominant?
Which 7 would you use?