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Immaterial. I've heard no magic playtester wizard come forward and say anything about why an idea vigorously advocated all over the board isn't good. I've heard two references to them "not liking it," but no reason as to why, or even if there is a reason other than personal preference.
There was also the remark that discarding one's deck w/ GoH before the game even starts seems wrong.
Quote from: sk on January 07, 2010, 03:31:16 PMThere was also the remark that discarding one's deck w/ GoH before the game even starts seems wrong.Now THAT would be funny.
I always hate having some way to block a first rescue in my hand but be unable to use it (like Unknown Nation, Outpost, etc.) and hand over a free soul, just because I either drew fewer LS's, or lost a Rock, Paper, Scissors contest.
Only the rule changes that I listed in August have been abopted including #6, #7, #8 & #9 as cited in this thread.
To me, it seems the idea of an intro-prep phase is to allow the second player a chance to have a bit of defense set up for the first attack.
Why are people so against not being able to have more than 16 cards in hand?
I dislike it mostly because the decision was made to change the underlying game mechanics (and hit a lot of innocent decks in the process) to go after one seldom-used archetype. X years ago FBN was all-powerful and all-prevalent (much more so than the T2 combo deck), and no one suggested changing game mechanics to resolve the issue.
Quote from: EmJayBee83 on January 11, 2010, 06:57:01 PMI dislike it mostly because the decision was made to change the underlying game mechanics (and hit a lot of innocent decks in the process) to go after one seldom-used archetype.I don't disagree with your premise but I have to question how many innocent decks are impacted by a 16-card hand limit.
I dislike it mostly because the decision was made to change the underlying game mechanics (and hit a lot of innocent decks in the process) to go after one seldom-used archetype.
Also, there have been mechanical changes in the past, e.g. completely nerfing side battles, T2 deck building rules, unique Forts and Arts, which I believe to be more impactful.
QuoteTo me, it seems the idea of an intro-prep phase is to allow the second player a chance to have a bit of defense set up for the first attack.If this is true then eliminating the battle phase for the first round would be more efficient.
For the record, I still play with Pot O'Manna, it's quite effective
Pretty much all of the archetypical pure speed decks, the draw-a-bunch-and-bury-all-the-lost-soul-under-a-pile-of-cards decks, anyone who plays Hur + Gifts, etc. are effected.
And yes, I know both of my objections are more philosophical than pragmatic.
Quote from: EmJayBee83 on January 12, 2010, 10:16:21 AMPretty much all of the archetypical pure speed decks, the draw-a-bunch-and-bury-all-the-lost-soul-under-a-pile-of-cards decks, anyone who plays Hur + Gifts, etc. are effected.Since the rule specifically targets decks that are designed around speed and single-turn deck draws, I don't consider those decks to be "innocents" or "collateral damage".
There is one combo that I think has been abused for a while.