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All in all this game is getting faster and faster and something needs to be done to slow it down as a whole. In the past 10 years of playing ive seen decks go from somewhat balanced to being an offense with a few chump blocks strapped on. you can errata CoL, but there are plenty of other things out there that can move almost as fast, and I'm sure the next set will have to come out with just as much speed to compete. just like hand limit was implemented to stop combo drawing, we need to slow down the game just enough to make an actual defense viable again. instead of limiting the cards we make, why don't we make the player strategically decide when and how much they want to draw?
Actually, since TEC, balanced decks have made a huge comeback. True speed decks like CoL with literal chump/splash defenses haven't been played with much success for years. Even Throne decks are usually balanced.
I think it might be better if you put a limit on cards placed on a single hero. You can't place more than three or four cards that way it would stop the drawing all together from Children of light.
I liked it when games took over an hour
Quote from: Jeremystair on January 09, 2018, 09:50:55 AMI think it might be better if you put a limit on cards placed on a single hero. You can't place more than three or four cards that way it would stop the drawing all together from Children of light.If we went with a limit we probably wouldn't go below 6 to allow the full Armor of God.
QuoteI liked it when games took over an hourBut the time limit is 45 minutes...
In other rule change requests, let's extend T2-Multi to 3 hours (at least)
Zac is just like me- he prefers the siege war over the drive-by In other rule change requests, let's extend T2-Multi to 3 hours (at least)
For me such kind of rule change(s) would harm the pleasure of putting combos and decks like CoL together - it would decrease the fun of thinking about decks, deck building and playing. Hence I really would'nt like to see things like this - even more since the root cause is one card with its ability (in conjunction with lots of cards - mostly out of sets relaesed not long before).The ability of this card was surely not chosen unintentionally and without thinking about its effects and impact!
4 per phase lol? 4 per turn please.
Quote from: TheHobbit on January 09, 2018, 05:02:26 PM4 per phase lol? 4 per turn please.I know we are trying to find "simple and easy" ways to nerf CoL, but we need to keep in mind that anything we do WILL effect all categories. I think Type 1 does potentially need some kind of limit per turn, but that will never work with Type 2. A per turn limit would make Type 2 even slower, and basically kill Type 2 Multi. I would be totally fine with different rule sets for different categories, as we already have that in deck-building rules, but if that isn't something we are looking for then tread carefully!