New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
On the other hand, having a dominant that can destroy 1 GOOD Fortress....THAT would be awesome!
Quote from: Prof Underwood on November 09, 2013, 06:58:41 AMOn the other hand, having a dominant that can destroy 1 GOOD Fortress....THAT would be awesome!An idea just popped in my head regarding this:Evil Dominant: "Negate and discard a card in your territory to negate and discard one of the same type and alignment from your opponent's territory."It cannot be used as another AotL in battle, you have to pay a cost to use it, but it can hit just about anything.
So all the good that it would do to stop speed would be to make it so you could not have Herod's Temple and TGT or Fishing boat.
Quote from: Nameless on November 09, 2013, 01:12:08 PMSo all the good that it would do to stop speed would be to make it so you could not have Herod's Temple and TGT or Fishing boat.Seems way better than making a dominant that can discard a fortress, automatically destroying strategies that revolve around fortresses, like TGT or Z's Temple priests. This just makes it more difficult to abuse a bunch of different fortresses, which is most often done with TGT. Evil hardly suffers, if at all. I'm quite sure the 2013 Top Cut had decks with multiple good fortresses, but not evil fortresses.
Quote from: Westy on November 09, 2013, 05:53:18 PMQuote from: Nameless on November 09, 2013, 01:12:08 PMSo all the good that it would do to stop speed would be to make it so you could not have Herod's Temple and TGT or Fishing boat.Seems way better than making a dominant that can discard a fortress, automatically destroying strategies that revolve around fortresses, like TGT or Z's Temple priests. This just makes it more difficult to abuse a bunch of different fortresses, which is most often done with TGT. Evil hardly suffers, if at all. I'm quite sure the 2013 Top Cut had decks with multiple good fortresses, but not evil fortresses.I disagree about how you said that evil hardly suffers. Most balanced/defensive/turtle deck I likely use more than one evil fort.
The time limit makes them less viable, doesn't mean we should increase it.
I can't support this. More viability of archtypes is better.
this rule is stupid