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I don't like the rule, and agreeing with west, it is a viable option. I built a demons magicians defense with woman and fishers to go hunt the hopper, jeptha divinations, SSS and DoU + Demon behind the idle - they kept flushing unwanted soul gens back to my opp and gave me multiple ways to make sure the hopper landed out of my LOB.Long story short it won several more (fun) games than it lost against Josiah and a friend of mine who is a State caliber player that was running Gen with all the Egyptian soul gen.
If the opponent's deck went perfectly and got off its primary combo, then they should be applauded for good player skills (and/or lucky draws, lol).
I'm calling shenanigans on this reason. Special abilities are specifically to do things you normally can't do, so if something shows up on a card (or lots of cards) then that means it's definitely NOT a rule and (in my opinion) shouldn't be one.
In fact, if I look at my collection, I'll see some cards which give a "lost soul exception", and others that do not... my natural conclusion (intuition) is that cards without a clause do what they say...
In fact, if I look at my collection, I'll see some cards which give a "lost soul exception", and others that do not... my natural conclusion (intuition) is that cards without a clause do what they say
I also call shenanigans. The SA was extended on later cards because it was obviously a problem. I would agree to the argument that we should have just changed the rule back then, but I don't see why fixing something that needed to be fixed is not a "better late than never" scenario.
It's pretty blatantly obvious that is the direction the design team is also wanting the game to go, to curb the game away from soul drought. It also only affects a select few cards that see very rare play in a strategy that sees even less viable play. Making it a hard rule to reduce text clutter on future cards and in the same stroke move further away from soul drought seems pretty intuitive to me.
Quote from: Jmbeers on August 21, 2013, 12:21:55 PMI don't like the rule, and agreeing with west, it is a viable option. I built a demons magicians defense with woman and fishers to go hunt the hopper, jeptha divinations, SSS and DoU + Demon behind the idle - they kept flushing unwanted soul gens back to my opp and gave me multiple ways to make sure the hopper landed out of my LOB.Long story short it won several more (fun) games than it lost against Josiah and a friend of mine who is a State caliber player that was running Gen with all the Egyptian soul gen. I fail to see how that deck still wouldnt work aside from the Jephthah combo... Since only Jephthah and Evil Spawn are pretty much the only two cards effected by this... The only deck type this suggestion would effectively stop is one that uses Jephthah and Evil spawn to eliminate souls from your deck. Which is still HIGHLY impractical and almost impossible to pull off!My main motive behind throwing the idea out there is to save space on future cards! For example.... the newest iteration of Jephthah was supposed to have "if it is a Lost Soul place in LoB instead" but this was lopped off the card during printing because it made the text "too long".
On the contrary, the most recent deck discard cards (Pithom and Beheaded) do not include the LS exception.
Quote from: Professoralstad on August 21, 2013, 03:31:57 PMOn the contrary, the most recent deck discard cards (Pithom and Beheaded) do not include the LS exception.I think most people here are referring to cards that discard souls from their own deck and/or soul drought as an actual deck strategy. Since both of these cards only discard from an opponents deck and not your own, this does absolutely nothing to help towards that strategy. As you mentioned, I can see the exclusion as more of a 'high risk high reward' scenario under the best/worse conditions, but less towards controlling souls in a deck. Besides, if you're discarding souls from your opponents deck, you're kind of doing it wrong.
I don't think anyone is even remotely suggesting soul drought is broken right now, its merely being noted the game is/should be moving more towards a gamestate that allows both sides the opportunity to accomplish the winning game goal (rescue 5 lost souls), rather than moving away from it. This does not apply to the rare instances where a player unintentionally discards a soul via Jepthah or Beheaded, as you have said in most cases it does not affect anything but stall for the most part; it applies towards the players that try to exploit the strategy and build a deck around doing so. Again, its not like these types of decks are making a mark anywhere in the meta, but its nice to have a cushion to fall back on that would move the game towards increased interaction between players rather than less of it. Simplified gamestates are no bueno (TGT, CWD, Site lockout, Soul drought/control, Thad) and usually only highly favor one player over the other.
I guess I am confused. Isildur never mentioned "curbing deck strategies." Did I miss something? I thought we were talking about a rule change that was trying to prevent soul drought, which is one of the primary reasons new players quit (from my experience).
So we're changing the rules because in very rare instances people get lucky? That doesn't seem to be a very good reason.
tl;dr - I think that making a game rule to curb deck strategies that are not prevalent and are very hard to pull off in the best of circumstances is overkill and completely unnecessary. I'd rather we work on things that DO need fixing rather than, to coin a phrase, "fixing something that ain't broke."
By that argument a game rule on good to evil card ration should be instated to kill turtles. They are rarely seen and prevent the hero side from winning the game.
Soul drought? No, just a slower game pace.
Lost souls being always available isn't healthy for the game either. How frustrating is it when you have no defense but all of your lost souls?
Fishers/Call are deceiving because they don't actually generate lost souls--they just speed up the process. Suppose you hit 1 soul in those 9 revealed (about average, as 1:8 is the soul rate).
Your opponent then does something to shuffle his deck. The ratio to draw lost souls is the same as if he drew the lost soul normally. Good for the starter decks, but doesn't necessarily make lost souls more available in the long run.
Quote from: Westy on August 21, 2013, 08:48:27 PMSoul drought? No, just a slower game pace.One encourages and one is a product of the other. They're essentially one and the same.
QuoteLost souls being always available isn't healthy for the game either. How frustrating is it when you have no defense but all of your lost souls? Do you not have the chance at defending those drawn souls? You're creating a hypothetical situation that is a statistical outlier if you've constructed your deck with proper defense. How about the reverse when you're staring at an empty candy shop on the opposite side of the table? The chance for opportunity still exists with the former, much less with the latter. For all intents and purposes, lost souls really mean nothing besides the possibility of soul drought since they always replace themselves when drawn. If you've drawn all of your lost souls yet you're finding trouble in managing a block or two at that point, I think it has less to do with drawing all of your lost souls and more to do with proper deck construction if your aim is to defend drawn lost souls.
QuoteFishers/Call are deceiving because they don't actually generate lost souls--they just speed up the process. Suppose you hit 1 soul in those 9 revealed (about average, as 1:8 is the soul rate). Isn't the followup sentence pretty much an oxymoron to the first sentence? You've made a lost soul appear in a land of bondage when it was not there previously. And as you claim, it still speeds up the process at which souls are fleshed out...still a very good thing.
QuoteYour opponent then does something to shuffle his deck. The ratio to draw lost souls is the same as if he drew the lost soul normally. Good for the starter decks, but doesn't necessarily make lost souls more available in the long run. Again, another hypothetical situation. You are indeed correct, statistically in the long run souls still come out at the same rate. But you're also adding the additional variable of shuffling, something you cannot for certain always count on happening. But at face value with no outside variables, Fishers and Call do help generate souls either instantly or at a faster rate.