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Off-Topic: You need a good signature. Maybe a link to your favorite quotes?
Quote from: Sean on February 01, 2009, 12:08:42 AMOff-Topic: You need a good signature. Maybe a link to your favorite quotes?Thanks for the suggestion. I was actually just thinking about this lately. The best thing I could come up so far was finding out how to say the following in latin:It is lame when people put things in a dead language just to make themselves look smarter or to make other people have to look them up.But I was thinking that might be a bit to negative overall, and I wouldn't want to do it while I was in the middle of a controversy with someone who actually does that, since I wouldn't want it to come across as a personal attack. However, I thought the irony would be funny
I think that the more we can do to limit strategies that prohibit people from actually playing the game (like CTB with mismatching brigades, or pre-block ignores), the more fun the game will be.
Choose the blocker in Type 2 and pre-battle ignores still need more out-of-battle counters, but other than The Garden Tomb, they are moving in the right direction.
There are enough ways to get rid of Fortresses that it is still a risky venture to base an entire deck around that one card.
1) You cannot choose your own evil character to block your rescue attempt. In other words, if you are rescuing against me you can only force me to block with a character I could have legally chosen for myself. This would prevent you from forcing me to block with a character like Red Dragon when I am not playing crimson.
Journey to Egypt kills 98% of gold defenses immediately with almost no recourse and that hasn't caused problems even as Egypt has grown in strength.
If people who don't want to change anything have valid reasons and support for that stance then I do not think we should discount them as an option.
There is one combo that I think has been abused for a while.The combo starts off with Choose the Blocker where you pick your own character to block that would grant you initiative (like Red Dragon). Then you play some cards that allow you to draw cards and discard cards from your opponent, then play a Withdraw card and keep it going... The playtesters and I have been kicking around a rule change. However, there is no consensus. Since you, the players, have a stake in this I will tell you what is in discussion and let you comment. Options:1) You cannot choose your own evil character to block your rescue attempt. In other words, if you are rescuing against me you can only force me to block with a character I could have legally chosen for myself. This would prevent you from forcing me to block with a character like Red Dragon when I am not playing crimson. 2) When you play a "withdraw" enhancement, you cannot return enhancements to hand that match the brigade of a hero still in battle. [Withdraw enhancements were designed to salvage something from a failed battle, not perpetually play and return the same enhancements over and over].3) Instead of either of the above which deal with a specific ability type (withdraw or choose the blocker), we make a more general rule that in a stalemate situation if your opponent continuously passes initiative, there is a cap on how many cards you can play. Back to the Red Dragon example, you set up a stalemate and since I don't play crimson I must keep passing initiative after you play a card. In this situation you would be limited to how many cards you can play before battle is resolved. The limit would be some number yet to be determined (3 cards, 5 cards, 7 cards). Note: whatever we decide would likely happen soon (before state and regional events, rather than after nationals).
Spreading Mildew and Romans Destroy Jerusalem are the only cards I can think of that can discard The Garden Tomb
Quote from: Sean on January 31, 2009, 11:30:01 PMIf people who don't want to change anything have valid reasons and support for that stance then I do not think we should discount them as an option.I haven't seen valid reasons. I have seen self-centered reasons.
Speaking hypothetically,...
I said FortressES... Garden Tomb is particularly problematic but many potent strategies can be made to rely too much on one or two support cards. That was the point.
Currently I use 11 combo related cards in my deck: King Jehosophat, Elishama, Angel in the Path (wa), Maharai, Moses and Elders, Claudia, Ethiopian Treasurer, Gathering of Angels, Spiritual Warfare, Brass Serpent and Three Nails
The main problem I have with the Tomb is it's impossiblity to target.
my son did a quite effective job of blowing up my TGT
And my point was that the most powerful cards leading to Redemption Solitaire have come out in the last couple sets released.
Redemption Solitaire is when a player can continue to create side battles
I thought we solved this problem with the one side battle per turn rule, what did I miss?
Has anybody thought of putting Masquerading or Defiant in their decks?