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Quote from: YourMathTeacher on September 19, 2011, 05:03:44 PM Wait... are we voting on what is best for the game, especailly for new players? Or are we voting on what is best for just the top players in the country? This will obviously affect my vote.Let's not forget that both Joseph and RTC come from 15 dollar tins that new/younger players are much less likely to have than top players. So while ignore may become slightly easier to understand, it becomes much more frustrating for players who don't have the best cards. Because of the price.of tins, my guess is that new players are more likely to have cards like DoU, Suicidal Swine Stampede, and Failed Objective, which are available in Disciple packs as well as from playgroup leaders for trade/giveaways. So with this rule change, we increase the strength of cards that top players have and decrease ways new players have to stop them.
Wait... are we voting on what is best for the game, especailly for new players? Or are we voting on what is best for just the top players in the country? This will obviously affect my vote.
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Thank you for using False Prophesy you just went up +10 in my book!
Someone remind me why new players are less likely to have the tins? Same price as the starter tins and come with more awesome cards? I always recommend new players get a tin and Disciples/TxP packs, it's the fastest way to get them competitive. Get the TGT tin and you're well on your way to one of the former top offenses.
TGT will always be viable.
Disciples will always be viable.
Gardenciples will always be viable.
Quote from: lp670sv on September 24, 2011, 09:52:14 AMTGT will always be viable.Meh, makes sense, unless they uber-kill it.Quote from: lp670sv on September 24, 2011, 09:52:14 AMDisciples will always be viable.Somewhat, depends on type.Quote from: lp670sv on September 24, 2011, 09:52:14 AMGardenciples will always be viable.Funniest definition of "viable" I've ever seen...
I will repeat what I've been saying for a while, which is that “Have no effect” should be a unique ability attributed with current ignore parts 1 and 2, “Cannot be blocked” a unique ability with part 3, and “Ignore” a unique ability with part 4 (minus the “already”). That would make the abilities actually do what it sounds like they already should, for maximum simplicity IMO. It would also totally destroy the power of pre-block ignore.
How to PlayAn ignore ability has four parts:1. it grants the ignoring card immunity to all cards being ignored2. it grants the ignored cards immunity to the ignoring card3. characters not in battle and ignored cannot enter battle (i.e., you cannot choose to bring them into battle and they cannot be targeted by an ability that would bring them into battle)4. characters already in battle and ignored are treated as though they were not in battle for purposes of determining battle outcomeAn ignore ability is ongoing. Part (1) above targets the cards that gain the ignore status. Parts (2) and (4) above target the cards that are ignored. Part (3) above has no target.