Author Topic: FTM has got to go  (Read 13633 times)

Lamborghini_diablo

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Re: FTM has got to go
« Reply #25 on: September 13, 2011, 02:23:37 AM »
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I HIGHLY support the dominant cap. Not only might that help against FTM, it helps against speed as well. Not only that, it makes you think carefully about which 7 dominants you use.

Offline Master KChief

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Re: FTM has got to go
« Reply #26 on: September 13, 2011, 03:52:34 AM »
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not really. you'll only see more mained lamps and less evil doms outside of mayhem with that. speed and gets by lampstand in one card? yeah, i'll take that for a slot.
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Re: FTM has got to go
« Reply #27 on: September 13, 2011, 04:04:17 AM »
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1. Intro-Prep

2. Rule change: "dominants (or just evil dominants) cannot be played in the first round."

3. 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).

4. Errata: "If it is not the first round, ..."

5. Errata: "If it is your turn, or in a battle phase, ..."

6. 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.
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Offline Carl deuty

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Re: FTM has got to go
« Reply #28 on: September 13, 2011, 06:39:08 AM »
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I like the dominant cap, it brings a little increase in diversity since decks would no longer be 1/5 dominants. I've seen a ton of decks that include:

Good- SOG,NJ,Guardian,Harvest Time,Grapes
Evil- Burial, Destruction, CM, Falling Away, Mayhem

Offline EmJayBee83

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Re: FTM has got to go
« Reply #29 on: September 13, 2011, 08:08:14 AM »
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I love the idea of a Dominant cap, because overall it will improve the game.  Unfortunately, I agree with Sauce that this isn't really going to do much to stop FTM. (Since FTM ups your chances of winning so significantly,  no one is going to dump Mayhem.)

I also really like Intro Prep.

The others I am kinda "meh" about.

What about a rule that says no evil dominants may be played in a game until after the first good dominant is played? Probably not a very good idea, but I would prefer something like that to a blanket prohibition in the first round.

Offline COUNTER_SNIPER

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Re: FTM has got to go
« Reply #30 on: September 13, 2011, 08:54:56 AM »
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How about if you play Mayhem the first round, it only affects you.  I.e. your opponent won't be affected by FTM.
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Offline Red

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Re: FTM has got to go
« Reply #31 on: September 13, 2011, 10:38:35 AM »
-1
No doms first round. the rest are horrid for the game.
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Chronic Apathy

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Re: FTM has got to go
« Reply #32 on: September 13, 2011, 11:33:55 AM »
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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.

Offline Tom Bombadil

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Re: FTM has got to go
« Reply #33 on: September 13, 2011, 11:50:16 AM »
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I can honestly say I have had games that have both been hurt, and have benefited from FTM. Say I get a crappy hand and I can't do anything about it, then my opponent does his stuff and mayhems, it could hurt yes, but at the same time it could be beneficial. I guess the best way to counter the negative is to have an intro no-dominant no-rescue turn, then in that scenario you could always drop a rain becomes dust and stick it to your opponent :P

lp670sv

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Re: FTM has got to go
« Reply #34 on: September 13, 2011, 12:11:40 PM »
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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.

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

Chronic Apathy

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Re: FTM has got to go
« Reply #35 on: September 13, 2011, 12:15:45 PM »
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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.

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

You seem to have misunderstood the first ability. It doesn't activate unless you have at least six cards in hand when you play Mayhem.

Offline theselfevident

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Re: FTM has got to go
« Reply #36 on: September 13, 2011, 12:48:06 PM »
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What I find is that the prep phase concept seems to help immensly vs. FTM.

Offline CJSports

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Re: FTM has got to go
« Reply #37 on: September 13, 2011, 02:55:36 PM »
+1
I would definitely go with intro prep phase.
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Offline BubbleBoy

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Re: FTM has got to go
« Reply #38 on: September 13, 2011, 03:14:44 PM »
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My vote for anti-FTM: Intro-Prep. My vote for best overall for the game: Dom cap. I would love to see either or both of these rules implemented.
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Offline uthminister [BR]

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Re: FTM has got to go
« Reply #39 on: September 13, 2011, 03:23:04 PM »
+1
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.

Offline SomeKittens

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Re: FTM has got to go
« Reply #40 on: September 13, 2011, 08:46:15 PM »
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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.
I don't know if I'd go for that.  Doms are still powerful enough that I'd keep them for the second round.
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Warrior_Monk

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Re: FTM has got to go
« Reply #41 on: September 14, 2011, 01:10:13 AM »
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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.
I don't know if I'd go for that.  Doms are still powerful enough that I'd keep them for the second round.
That's up to you. You can shuffle them back and redraw if you want. If you'd rather keep a Harvest Time when your opponent has 6 lost souls out and you have no heroes in your hand, go ahead.

Offline SomeKittens

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Re: FTM has got to go
« Reply #42 on: September 14, 2011, 09:18:15 AM »
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Yes, but how often would that happen?  Sure, there are situations where it would be useful, but those are few and far between.  The clearest thing would be an errata if it is not the first round...
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Offline Alex_Olijar

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Re: FTM has got to go
« Reply #43 on: September 14, 2011, 09:43:48 AM »
+1
I hate the introprep phase. I love the dom cap.

Offline SomeKittens

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Re: FTM has got to go
« Reply #44 on: September 14, 2011, 09:55:15 AM »
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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.
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Warrior_Monk

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Re: FTM has got to go
« Reply #45 on: September 14, 2011, 10:17:01 AM »
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Dom cap sounds great, but what would we put it at? 4? 6? 8?

Offline Bryon

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Re: FTM has got to go
« Reply #46 on: September 14, 2011, 10:20:35 AM »
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The cap = the number of lost souls in the deck, just like the site cap.

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.
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?

Son of God
Angel of the Lord
Grapes of Wrath
Guardian of Your Souls (if only to stop abuse of Falling Away with 2/3 liner)
Christian Martyr
Burial (if the new rescue rule is adopted) or NJ (if it is not adopted, or in a multi-player deck)
Destruction of Nehushtan

What are your 7?  Does it depend on your deck?
« Last Edit: September 14, 2011, 10:25:05 AM by Bryon »

Offline soul seeker

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Re: FTM has got to go
« Reply #47 on: September 14, 2011, 10:26:16 AM »
+2
The cap = the number of lost souls in the deck, just like the site cap.

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.
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?

Small percentage as in LESS THAN 0%!!!!!  Come on, nobody seriously uses that card that I am aware of.   ;)
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Offline Prof Underwood

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Re: FTM has got to go
« Reply #48 on: September 14, 2011, 10:42:39 AM »
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Which 7 would you use?
I think 90% of decks would use the same 7 doms:

Son of God
New Jerusalem
Angel of the Lord
Grapes of Wrath
Christian Martyr
Destruction of Nehushtan
Mayhem

Offline SomeKittens

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Re: FTM has got to go
« Reply #49 on: September 14, 2011, 10:44:15 AM »
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David Schewan (kingarv) did at our last tournament.

GoYS can be replaced with Lamp.
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