Author Topic: REQUEST: What is too difficult to stop? What needs more counters?  (Read 16630 times)

Rawrlolsauce!

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #50 on: November 09, 2010, 03:45:45 PM »
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YOU DON'T NEED WHITE NOOB

Offline Alex_Olijar

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #51 on: November 09, 2010, 11:20:43 PM »
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Thaddeus. kthxbai.

Offline Korunks

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #52 on: November 10, 2010, 01:10:53 PM »
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The only Brigade I can see struggling(standalone) with CP is silver and blue, and thats probably only because I am forgetting some cards.  Gold, Red, Teal, White, Purple have got it covered.
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Offline lightningninja

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #53 on: November 10, 2010, 01:43:21 PM »
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How does purple have it covered?
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Offline adotson85

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #54 on: November 10, 2010, 01:45:57 PM »
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The only Brigade I can see struggling(standalone) with CP is silver and blue, and thats probably only because I am forgetting some cards.  Gold, Red, Teal, White, Purple have got it covered.

Purple/White have Benedictus and Red has the Centurions, but what does gold and teal have?
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Offline Minister Polarius

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #55 on: November 10, 2010, 02:03:50 PM »
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Teal has Sword and Trumpet, Gold has Faith as a Mustard Seed.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline adotson85

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #56 on: November 10, 2010, 02:13:17 PM »
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Teal has Sword and Trumpet, Gold has Faith as a Mustard Seed.

True. However, those are somewhat situational. Trumpet and Sword must have a Tabernacle Priest in Play and Faith as a Mustard Seed requires the site to be occupied and for the hero to be NT.

On a side note: I don't think the new sites, including CP, are overpowering. I think they were designed to slow down/Stop territory destruction and focus more on in battle play. They have definately done what they are designed to do IMO.
« Last Edit: November 10, 2010, 02:17:03 PM by adotson85 »
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Offline Korunks

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #57 on: November 10, 2010, 02:20:36 PM »
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Purple Has:

Thad the Man
Reach + Break Down the Wall of Gath

Purple/White have Benedictus and Red has the Centurions, but what does gold and teal have?

Benedictus is White/Teal, Teal also has trumpet and sword, Jordan interrupted + Trumpet Blast(if it is occupied)

Gold is arguably the weakest, with nothing other than faith as a mustard seeed.  (That I can remember)
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Warrior_Monk

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #58 on: November 11, 2010, 12:19:31 AM »
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Teal has problems because they can only get rid of one site, and it has to be CP. Occupying Golgotha/Nazareth is foolish in most situations, so T-Blast is out.

Offline lightningninja

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #59 on: November 11, 2010, 02:44:01 PM »
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Yeah, I thought Benedictus was teal/white. So purple doesn't really have a good counter.
As a national champion, I support ReyZen deck pouches.

browarod

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #60 on: November 11, 2010, 04:38:11 PM »
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Yeah, I thought Benedictus was teal/white. So purple doesn't really have a good counter.
Purple has Mustard Seed (it's Gold/Purple).

Offline The M

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #61 on: November 14, 2010, 08:13:04 PM »
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Yeah, I thought Benedictus was teal/white. So purple doesn't really have a good counter.

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Offline lightningninja

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #62 on: November 15, 2010, 07:09:28 PM »
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Oh I was referring to what purple has against CP, not against site lockout. Purple is fine against site lock.
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Offline The M

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #63 on: November 15, 2010, 07:43:17 PM »
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Yeah. But purple against C.P. is virtually nil.
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Offline Mr.Hiatus

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #64 on: November 15, 2010, 11:35:58 PM »
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The whole point of sites was to stop the same old decks and archetypes. Purple users just need to use their other cards or splash a brigade. The top decks this year will be the ones who are not stopped by the sites.

Offline The Guardian

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #65 on: November 15, 2010, 11:59:31 PM »
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I think CP is just a little ahead of its time. Like someone mentioned, Silver and Blue have no way around it, and most other brigades have but one card that gets around it. Rest assured we have some balanced counters planned for Sites in future sets.  :)
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Offline Minister Polarius

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #66 on: November 16, 2010, 01:22:00 AM »
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They'd better be balanced. What's with the big need to "get around" CP? Territory destruction is what made the game so unfun for three seasons.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline christiangamer25

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #67 on: November 16, 2010, 01:42:51 AM »
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i agree leave cp alone and let purple learn to splash etc
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Offline Cpt.Jaeger

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #68 on: November 16, 2010, 03:12:05 AM »
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mhmm
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Offline adotson85

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #69 on: November 16, 2010, 07:31:31 AM »
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The whole point of sites was to stop the same old decks and archetypes. Purple users just need to use their other cards or splash a brigade. The top decks this year will be the ones who are not stopped by the sites.

Agreed. Everybody complained about TGT and the sites were the solution. Now everyone complains about the sites. Personally I just use cards that work despite the sites. The sites do not protect from set aside, remove from the game or placing characters beneath deck. The focus of the game has now returned to in battle strategy as opposed to prep phase territory destruction. Purple doesn't have much to worry about. It has Thad.
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Offline The Guardian

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #71 on: November 16, 2010, 07:28:32 PM »
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They'd better be balanced. What's with the big need to "get around" CP? Territory destruction is what made the game so unfun for three seasons.

The problem I have with CP is that I need to have a way to negate it as well as a way to get rid of the Site that I'm really after, which is not always CP, (say Golgotha for an ignore deck or Nazareth for a search-heavy deck). I think CP would have been fine without the protecting other Sites part--even if it just protected itself. The other thing is that I wish we would change the rule about sites abilities always being active instead of only activating when they are occupied (unless specified, like Herod's Dungeon).
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Offline Minister Polarius

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #72 on: November 16, 2010, 09:16:23 PM »
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Well, seeing as how Ignore broke T1 and Search broke T2 the last few seasons, I'm not shedding any tears over GOGO and Naz being hard to Discard. It's also fairly easy to get around CP as-is with Benedictus (which happens to be in two brigades with site discarding).

Sites needing to be occupied to be active would be better than just checking Sites imo, but still a little unnecessary. Basically, my thing is, Sites don't win games. When an offensive card is broken, that produces huge problems, but when a defensive card is very powerful, perhaps even a little OP, that's not nearly as devastating unless it's WAY broken.

And to top it all off, the site defense mechanic right now is sitting on a bubble. There are so many ways to exploit their popularity I'm surprised it's taken this long for the paradigm to shift back to protection fortresses. Don't be in a rush to nerf the new Sites, I think the more this season develops the less OP they'll seem (kind of like what happened with Thaddeus).
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline lightningninja

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #73 on: November 16, 2010, 11:09:10 PM »
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Ignore has not broken t1. Last year's nats winning deck didn't use ignore.
As a national champion, I support ReyZen deck pouches.

Offline SomeKittens

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #74 on: November 16, 2010, 11:25:10 PM »
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Ignore is nowhere near perfect.  It's dead now anyway.
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