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Amount of fun in a normal game: 100%Amount of fun in a game where both me and my opponent use an offense and defense: 200%Amount of fun in a game where I get a FTM: 0%Amount of fun in a game where my opponent gets a FTM: LESS THAN 0%!!!!!Last year's national winner: 6 FTM's for him, 0 FTM's for opponents.This one card is single-handedly ruining the game. And yes, I do mean exactly that. I'm not exaggerating. I'm not overstating. If we don't get errata or an intro prep, Mayhem will undermine completely what is otherwise the best card game out there and almost balanced for the first time. All because of one card that determines the game before it begins with astonishing regularity.
To be honest I think that FTM is WAY overrated. Really people I and my opponent just got a new hand of six cards. It's not that big of a deal.
To be honest I think that FTM is WAY overrated. Really people I and my opponent just got a new hand of six cards. It's not that big of a deal!!!!!!!!!!!!!I don't know, maybe i'm stupid to be saying this big I really never give much to FTM.
Quote from: Neil Da BOMB J on September 13, 2011, 12:20:14 AMTo be honest I think that FTM is WAY overrated. Really people I and my opponent just got a new hand of six cards. It's not that big of a deal.your opponent goes first, plays 4-7 cards down. Then you go, you d3, and he plays mayhem.O. K. yeah I guess I've never had anyone use it that effectively against me but I see how that's gotta Hurt. your opponent GAINS 5-6 cards, while you put back 6.That's a 10-11 card advantage your opponent now has.
Quote from: Neil Da BOMB J on September 13, 2011, 12:20:14 AMTo be honest I think that FTM is WAY overrated. Really people I and my opponent just got a new hand of six cards. It's not that big of a deal!!!!!!!!!!!!!I don't know, maybe i'm stupid to be saying this big I really never give much to FTM.The person who won Natz got 6 FTM's and 0 against him. And he won Natz. Not necessarily for that reason only, but it is worth noting that the biggest tournament of the year was won by someone who got a ton of FTM's.
I'm not sure why people didn't fuss about it so much in the year after TexP came out, though I suspect it might be the fact that with Disciples came a recipe for an offense that required 10-12 Heroes and only 4-6 GEs, which means the odds of a player being able to put most of his hand down before FTM went up considerably.
Quote from: Professoralstad on September 13, 2011, 01:05:32 AMI'm not sure why people didn't fuss about it so much in the year after TexP came out, though I suspect it might be the fact that with Disciples came a recipe for an offense that required 10-12 Heroes and only 4-6 GEs, which means the odds of a player being able to put most of his hand down before FTM went up considerably.FTR, Sauce was raving about Mayhem from day 1.
I think the intro-prep phase would be a good alternative to banning Mayhem.
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- No players may play dominants during the first round of play. Instead, players have the option to shuffle any number of dominants back into deck and draw an equal number of cards.
Some like intro-prep. Some don't, since it is yet another rule for new players to have to learn, and changes the game more than players want, just for the sake of one card.
Some prefer to lessen the chances of FTM happening by printing new cards, such as a lost soul that protects hand (and probably deck, too, to make it more playable), and an EC that looks at opponent's hand and discards an evil dominant. Others say that just lessening the chances of FTM happening is not enough.
Some like this rule change: "dominants (or just evil dominants) cannot be played in the first round." Some think that extra rules like this just alienate new players.
Another option that some have considered is a Dominant cap identical to the Site cap. That is, you can't have more dominants in your deck than Lost Soul cards (and Hopper doesn't count, just as it doesn't count for sites, or any deck building for that matter).