Author Topic: Feedback on 1st turn limits (used in Jan ROOT)  (Read 14518 times)

Chronic Apathy

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #75 on: January 08, 2012, 06:58:48 PM »
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My apologies if you took that as me attacking you; that wasn't at all my intent. We're simply trying to present the best argument possible for our respective viewpoints, and I don't think that using the example of two games is strong enough to merit credibility.

Offline theselfevident

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #76 on: January 08, 2012, 07:01:50 PM »
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My apologies if you took that as me attacking you; that wasn't at all my intent. We're simply trying to present the best argument possible for our respective viewpoints, and I don't think that using the example of two games is strong enough to merit credibility.

No need for an apology, just expressing my experience and my own perspective. What you think of it is what you think of it and I don't expect you to apologize for saying what you think. I'm just expressing my own experience and opinion based on that experience. IMO there are better ways to go about this rule and I have stated them and that's about it.

Chronic Apathy

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #77 on: January 08, 2012, 07:04:48 PM »
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I don't disagree. I'd much prefer having no dominants in the first turn and that's it.

Offline theselfevident

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #78 on: January 08, 2012, 07:13:21 PM »
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I don't disagree. I'd much prefer having no dominants in the first turn and that's it.

That is certainly one way that I would agree.

Offline soul seeker

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #79 on: January 11, 2012, 11:46:34 AM »
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After my second game, I believe this new rule was made to just counter Mayhem.  Otherwise, it does nothing.  Cliff's and my game was extremely close and could have gone either way with or without this rule.  Had either of us had a 2nd turn Mayhem, then we would have been fine.  However, we both got our Mayhems at the end of the game where they appeared to be just as crucial.  Since we were both expecting them late, we were able to counter each other's Mayhems. 

After 2 games, this rule seems to be pretty inconsequential.
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Offline Alex_Olijar

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #80 on: January 11, 2012, 04:21:07 PM »
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After my second game, I believe this new rule was made to just counter Mayhem.  Otherwise, it does nothing.  Cliff's and my game was extremely close and could have gone either way with or without this rule.  Had either of us had a 2nd turn Mayhem, then we would have been fine.  However, we both got our Mayhems at the end of the game where they appeared to be just as crucial.  Since we were both expecting them late, we were able to counter each other's Mayhems. 

After 2 games, this rule seems to be pretty inconsequential.

I managed a perfect second turn mayhem in my game to get a +6 and I walked all around my opponent for a 5-1 victory. I got a great draw, but Mayhem still does stuff early.

The issue is NOT first turn mayhems, it's first DRAW mayhems.

Offline megamanlan

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #81 on: January 14, 2012, 11:12:00 PM »
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It didn't have any problems for me.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline katedid

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #82 on: January 14, 2012, 11:23:30 PM »
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Me neither

Offline adotson85

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #83 on: January 15, 2012, 03:11:46 PM »
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First turn limits didn't really have too much of an effect on my game. It only slowed the game down a turn, as my would have been first turn mayhem was almost as effective in the second round.
"Don't forget in the darkness what you have learned in the light."

Offline theselfevident

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #84 on: January 15, 2012, 03:18:36 PM »
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First turn limits didn't really have too much of an effect on my game. It only slowed the game down a turn, as my would have been first turn mayhem was almost as effective in the second round.

confirm

Offline megamanlan

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #85 on: January 19, 2012, 12:29:30 AM »
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This time First Turn actually was a bit beneficial to me. I like this rule!!!
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline soul seeker

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #86 on: January 19, 2012, 11:27:13 AM »
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The rule did little in my third game.  If anything, it helped the Hobbit by allowing a bit more setup.  Neither of us had Mayhem (or any other Dom for that matter) at the start, so this rule seemed to do nothing.  In fact, it was so far off my radar that I attacked my first turn and Hobbit reminded me of the rule...it didn't phase me much, I apologized and waited to attack my next turn.
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Offline Prof Underwood

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #87 on: January 19, 2012, 12:54:09 PM »
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This rule actually did have a minor affect on my last game (which could have turned out to be important, but didn't) even though at first glance it appeared that there was no way it would affect anything at all.

slugfencer

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #88 on: January 27, 2012, 04:39:35 PM »
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I like the rule. It works because it stops FTM, without banning the card. It is less important in T2, but makes a large difference in T1. It may? encourage different deck sizes in T1 since your best odds of getting a FTM is in a 50 carder.
In T1 I have been FTM enough times to see how devastating it can be. Also, an aggro deck can often get easy 1st turn LS's even though I have a useless (without the rule) unholy writ or burial shroud.
Thanks for listening to our feedback and allow playtesting of the rule!  :)

Chronic Apathy

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Re: Feedback on 1st turn limits (used in Jan ROOT)
« Reply #89 on: January 29, 2012, 08:55:32 PM »
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This rule actually helped my Gardensciples immensely. I had a superb draw, with First Fruits (and a white hero) Fishing Boat, and two Disciples out of the gate, along with Mayhem. This meant I got a +5 out of the gate while letting my opponent get the +3. He went down to seven, and on my next turn, I did some more drawing and got my hand to somewhere around 4, when I played the FTM. I ended this game being roughly 30 cards ahead of my opponent, and a good chunk of that was because I was able to go first, knowing I wouldn't be sacrificing anything by doing so.

 


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