Author Topic: REQUEST: What is too hard to stop? What needs more counters?  (Read 72837 times)

Offline Bryon

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REQUEST: What is too hard to stop? What needs more counters?
« on: December 08, 2009, 05:36:43 PM »
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The next set is in development.  Now is the time to voice concerns about cards that are tough to beat with the available card pool.  In my opinion, nothing is broken in Redemption right now.  But there are some powerful cards and combos, to be sure.

In your opinion, what needs more counters?

Already on the list are some powerful counters to pre-block ignore.  Is there anything else that needs addressing?  Speak now, or hold your peace until this time next year.  :)

Offline Prof Underwood

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #1 on: December 08, 2009, 05:41:36 PM »
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Already on the list are some powerful counters to pre-block ignore. 
You just made my day :)

Offline Red

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #2 on: December 08, 2009, 05:48:50 PM »
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1 ban nj 2 add more judges 3 be happy.btw is the 2nd guy d3 in permanatly?
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Offline jtay

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #3 on: December 08, 2009, 05:49:10 PM »
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I don't know how much my vote counts, but I've got a couple things I'd like to say.


Theme decks-- in general decks that follow a theme are very difficult to stop, since they've got all their own protect forts and "cannot be stopped if you're playing with this theme" cards.  I would love to see cards that encourage theme-less decks.

Harvest time-- I can't think of an existing way to stop this card.  I'd love to see a JTower reprint with a protect ability rather than a prevent.

That's my 0.2 cents.
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Offline Cameron the Conqueror

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #4 on: December 08, 2009, 06:22:05 PM »
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We need a card that redirects a green ehn that removes itself from the game to the discard pile.  Make it "may be used twice per game" to prevent long turns.

Offline Spud

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #5 on: December 08, 2009, 06:34:15 PM »
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Definitely a card that negates "protect" abilities.  They are a huge pain at the moment... :-\
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Offline Arch Angel

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #6 on: December 08, 2009, 06:42:53 PM »
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A way to get around Cannot Be Negated. I'd like to see more use of Regardless and Instead.

Also, a card similar to Hezekiah's Signet ring that's a protect, not a prevent.

Offline STAMP

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #7 on: December 08, 2009, 06:50:05 PM »
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Counters that will result in removing the current list of errata.


But the more important issue is...


<==== THIS!....and

______________ THIS ______________
|        |         |         |         |          |
|        |         |         |         |          |
v        v         v         v         v          v
Final ANB errata: Return player to game.

Offline Sean

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #8 on: December 08, 2009, 07:07:20 PM »
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Pre-block ignore is definitely the biggest bug-a-boo.  Glad to hear there are ideas to help curtail it.

1) Play next is also something that I wish was not made so prevalent.  I feel like numbers on characters doesn't even matter anymore.  The only evil brigades that don't have "something Horses" are brown and orange.  Please do not make anymore play next stuff that make the initial check for initiative in battle a moot point.  I still consider I Am Love the best and most balanced "play next" card because it allowed for a strong play but also left the door open for strong blocks.  Play next pretty much rules Type 2.  If you don't have a play next something or other you may as well not attack or not block, that is just sad.  I realize there are a few strategies that don't use play next but the most prevalent ones and the strongest ones definitely do.

2) Better/more ways to target Artifacts.  Face down Artifacts can only be targeted by 2 or 3 cards.  

3) There are cards that protect characters from discard, conversion, capture, and removal from the game during battle but there are none that protect from shuffle or return to hand/territory.

4) Fortresses seem to be running a muck still.
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Offline DDiceRC

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #9 on: December 08, 2009, 07:53:00 PM »
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More fortress killers/negaters
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Offline Master KChief

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #10 on: December 08, 2009, 08:10:50 PM »
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fortress killers. especially for evil. they're pretty much artifacts on steroids.
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Offline BubbleBoy

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #11 on: December 08, 2009, 08:57:29 PM »
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Pre-block ignore is definitely the worst, so it's a good thing that's being taken care of.

I think Hidden Treasures has to be the most annoying card in the game, especially if your opponent draws it early. Something that prevents, protects from, or undoes deck/hand discard would be nice.

Dominants in general need to lose some potency, in any way possible.

People complain about fortresses a lot, but if we could get rid of evil protect fortresses, we would need to be able to get rid of AoCP and other territory decimaters as well.

Pharisees are way too powerful. ::)
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Offline christiangamer25

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #12 on: December 08, 2009, 08:59:22 PM »
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I think Hidden Treasures has to be the most annoying card in the game, especially if your opponent draws it early. Something that prevents, protects from, or undoes deck/hand discard would be nice.


umm darius decree which lampstand can guard and jerusalem tower i mean seriously ht is not that bad wow.
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Offline christiangamer25

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #13 on: December 08, 2009, 09:00:24 PM »
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land dispute kills evil forts huh what oh noes wow
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Offline TheKarazyvicePresidentRR

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #14 on: December 08, 2009, 09:03:59 PM »
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Quote
umm darius decree which lampstand can guard and jerusalem tower i mean seriously ht is not that bad wow.
Neither of those work.

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Offline christiangamer25

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #15 on: December 08, 2009, 09:05:01 PM »
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bull get on fb josh now
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Offline TheKarazyvicePresidentRR

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #16 on: December 08, 2009, 09:08:48 PM »
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Oh you didn't mean Harvest time XD
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Offline christiangamer25

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #17 on: December 08, 2009, 09:16:13 PM »
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lol correct goofball hidden treasures was specifically mentioned in the quote i copied dude
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Offline lightningninja

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #18 on: December 08, 2009, 09:27:13 PM »
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ANB seems to be way overpowered... maybe if you remove the "remove this card from the game" ability it would be more balanced?

Pre-Block ignore? Or do you mean Garden Tomb? Because yes, we need a LOT more artifact killers in my opinion. Maybe one that targets set aside fortresses? The two decks I most hate, because they have no fear, are Chamber of Angels and Gates of Hell decks. Please stop them. :prayer:

Cards that stop lampstand... making about 4 cards in your deck useless seems to go against the Redemption theme. I mean did we ever establish that fa and burial and destruction were overpowered? I mean if anything let's protect against GOOD doms, those are the powerful/broken ones.

Thanks for listening to us Bryon and taking our suggestions.
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Offline Master KChief

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #19 on: December 08, 2009, 10:11:50 PM »
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land dispute kills evil forts huh what oh noes wow

not a guaranteed hit, and usually never does since almost everyone uses at least one site.

Cards that stop lampstand... making about 4 cards in your deck useless seems to go against the Redemption theme. I mean did we ever establish that fa and burial and destruction were overpowered? I mean if anything let's protect against GOOD doms, those are the powerful/broken ones.

all of the old-skool dominants are broken. but yes, we need more ways to stop lampstand.
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Offline YourMathTeacher

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #20 on: December 08, 2009, 10:15:38 PM »
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A way to get around Cannot Be Negated.


I already made one, remember:

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #21 on: December 08, 2009, 10:36:24 PM »
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ANB seems to be way overpowered... maybe if you remove the "remove this card from the game" ability it would be more balanced?
why would that make ANB less overpowered?

Primary problems: fortresses. honestly, an early Gabe will take out any killer you have in your deck.
play first. Wasting Disease is not good enough.

PLEASE NO MORE REGARDLESS!!!
Theme decks-- in general decks that follow a theme are very difficult to stop, since they've got all their own protect forts and "cannot be stopped if you're playing with this theme" cards.  I would love to see cards that encourage theme-less decks.
I find this ironic since you used to be one of the only people who played theme decks before priests, if I remember right. maybe it wasn't you...

Offline DaClock

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #22 on: December 08, 2009, 10:39:58 PM »
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I haven't played Redemption since last nationals so take my opinions with a grain of salt.

Right now I like the direction that the game is going. Instead of having one dominant strategy (FBN) we have lots of viable options. I would like to see some of the less dominant strategies (Judges, Deacons, etc) strengthened in interesting ways to further diversify the game.

I agree that Pre-Block ignore is annoying, but please be careful that its counters don't all come in the form of Mass-Effect like Destructive Sin. That card is really powerful and I'm not a huge fan of lots of power-cards running around.

I'm a big fan of cost/effect cards. Seeing more of these focused on segregating strategies on offense and defense would improve the game in my opinion. I especially like cards such as Assyria Conquers Israel, where you get a large benefit by having lots of similar characters in play.

T2-Specific
I feel like there are a lot of cards that are focused on T1, which makes sense. However, I would like to see some cards that would specifically benefit T2 decks. I'm not exactly sure how to engineer them, but something dealing with multiples of the same sites/generic characters/deck size that wouldn't be particularly useful in T1 but could be cool for T2.

Territory Class
This new class of cards is pretty cool but I feel like they could be abused if they become too powerful. I would like to see these carefully constructed, like they were in TXP so that they aren't extremely versatile cards. The main reason for my concern here is that territory class is a more solitaire-like play, which seems to be something that the PTB don't want to encourage.

Offline SirNobody

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #23 on: December 08, 2009, 10:44:01 PM »
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Hey,

I think we need better ways to get rid of fortresses.  In some cases that means more reliable (Land Dispute is a nice way to get rid of a fortress but I can't rely on it because if they have a site out, it doesn't get rid of a fortress at all).  In some cases that means more versatile/flexible (Romans Destroy Jerusalem is very effective at killing fortresses but it only works when using Roman evil characters and only works if I don't mind killing my own fortresses, which means despite it's effectiveness it's not very useful).  And in all cases it means being able to target out of play fortresses (The only card in the game that can currently touch The Gates of Hell, Chamber of Angels, or Tartaros is A New Beginning.  It is currently impossible to discard any of those fortresses - other than gates of hell discarding itself.).

I don't think we need too much more to counter pre-block ignore, but I would like to see Evil Characters in my territory become a little harder to eliminate (which would in effect weaken TGT, the one pre-block ignore card that I think is still unbalanced).

Tschow,

Tim "Sir Nobody" Maly

Offline Prof Underwood

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #24 on: December 09, 2009, 12:26:47 AM »
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Besides having more ways to stop pre-block ignore (ie. characters like Esther and Judas Iscariot who have special abilities that are active in the territory....something like this character cannot be ignored....or while this character is in play, no one in x civilization can be ignored)

Other things that I do think still need further counters would include play next abilities and drawing abilities.  These are two things that you see in a huge percentage of decks, and the current counters just aren't being used.  Almost no one is going to take up an art spot with Rain Becomes Dust.  We need counters that can stop these things and yet also have another purpose so that people would be willing to play with them.

Next, I think that dominants are too hard to stop.  If they were more vulnerable, then perhaps people wouldn't put 10 in their decks all the time anymore.  LotS is a great way to shut down many of the evil one's, but there isn't really an alternative on the other side.  Altar of Ahaz doesn't see play because it is too hard to be used effectively.  Perhaps more cards like that Babylonian enhancement that kills an art in play or dominant in deck?

Lastly, I think that capture protection is too hard to stop.  There are several covenants or artifacts that make capture impossible.  There are tons of characters who are protected from capture.  And there is an entire deck (Z-temple priests) that makes capture useless.  It is to the point that I basically consider all capture enhancements a waste of deck space.  I think that there should be more ways to disrupt this protection to make civs like the Syrians have a chance.
« Last Edit: December 09, 2009, 12:33:22 AM by Prof Underwood »

 


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