New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
Quote from: CactusRob on January 31, 2009, 12:50:41 PMAlso, to me it's not only about my opponent having an unbeatable deck. It is also about me watching you play cards for 15 straight minutes while I can do nothing.There are far more complaints about games where you can do absolutely nothing because you drew three lost souls in your opening turn and no defense. There's at least one senior player who is talking about not playing anymore because of that happenstance.Recently there have been a large number of complaints about decks built around The Garden Tomb. These complaints are mostly centered on players feeling like that can do absolutely nothing against them except sit and watch their opponent play cards.There are two major differences between the combo deck case and the bad draw and TGT examples. The first is that bad draws and TGT are much more prevalent. The second is that in the case of the combo deck, the person running the deck had to spend some time and effort designing and building their deck. Given that, I can understand the your underlying concern expressed. I guess what I am having trouble understanding is why you would start to address the concern by going after the smallest offender and the only one that is actually somewhat dependent on the skill of the player.
Also, to me it's not only about my opponent having an unbeatable deck. It is also about me watching you play cards for 15 straight minutes while I can do nothing.
I haven't seen a combo deck win a tournament. I have played against those combo decks and it isn't any fun. Once they get the combo off you have no chance.That being said, I think that the best solution to solve this problem would be to make it so that Withdraw enhancements always withdraw all heroes. Of the proposed solutions I like option 3 the best but I would like to see that number as high as possible.
I haven't seen a combo deck win a tournament. I have played against those combo decks and it isn't any fun. Once they get the combo off you have no chance.
There are far more complaints about games where you can do absolutely nothing because you drew three lost souls in your opening turn and no defense. There's at least one senior player who is talking about not playing anymore because of that happenstance.
Recently there have been a large number of complaints about decks built around The Garden Tomb. These complaints are mostly centered on players feeling like that can do absolutely nothing against them except sit and watch their opponent play cards.
MJB, don't think you're the only combo I've played against. I played against Justin Alstad's a few times, then I played against Kirk's a few times.
But three turn losses are a flaw of decks with light defenses, not of Redemption in general.
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).
(@ number 2)This rule would make it very difficult for current combo decks to function.
Quote from: Captain Kirk on January 31, 2009, 04:44:54 PM(@ number 2)This rule would make it very difficult for current combo decks to function.I don't think so. there are more combo decks then the ones that you get to draw/search for your whole deck. Gold offences have judges now, which really doesn't require that, so it's not really a big deal with them...so really, it just Cooper's, MJB's, and I haven't seen yours or Justin's, but from what I hear...
so really, it just Cooper's, MJB's, and I haven't seen yours or Justin's, but from what I hear...
I do tremendously appreciate all that you do for the game Rob. Thanks for taking your time to analyze our input.
I don't think so. there are more combo decks then the ones that you get to draw/search for your whole deck.
Gold offences have judges now, which really doesn't require that, so it's not really a big deal with them...
That was also aided by the fact that MJB played his combo deck at a tournament prior to nationals, bringing up the subject more often that it should have been discussed....
You might want to add John Earley to that list with his Primary Objective deck thread as well.Kirk
Quote from: Captain Kirk on January 31, 2009, 05:12:08 PMYou might want to add John Earley to that list with his Primary Objective deck thread as well.Kirkwas that deleted in the purge?
The Garden Tomb is still a new card, this means two things: (1) it's seeing more play right now because of the novelty of it, and (2) players haven't had a lot of time to figure out how to counter it yet. It's just too soon to pass judgment on The Garden Tomb yet (especially since it has encouraged a lot of players to use cards and strategies that they haven't used before which is a good thing).
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.