Author Topic: REQUEST: What is too hard to stop? What needs more counters?  (Read 74053 times)

Offline Minister Polarius

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #25 on: December 09, 2009, 01:20:44 AM »
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1. Doms. They need to be stopped cold.
2. CBN on offense. Especially cards like Zeal that don't even need initiative.
3. For heaven's sake, pre-block everything. TGT, ET, Jacob are evil.
4. CBN on defense. The "end the battle" cards are fine, but no more Evil Spirit please.
5. Splash offenses still have not been punished nearly enough. Defensive ones have been emasculated.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #26 on: December 09, 2009, 01:33:52 AM »
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1. Doms. They need to be stopped cold.
2. CBN on offense. Especially cards like Zeal that don't even need initiative.
3. For heaven's sake, pre-block everything. TGT, ET, Jacob are evil.
4. CBN on defense. The "end the battle" cards are fine, but no more Evil Spirit please.
5. Splash offenses still have not been punished nearly enough. Defensive ones have been emasculated.

This.

pre-block, doms, forts, and CBN need to be turned down a notch.

Too much of the game has turned into trying to sidestep unstoppable plays. I want it to be where MOST cards in peoples decks have a chance to be stopped, as it makes the game a lot more interesting. I dislike when they RA, and I know that unless i use a CBN kill card, they will use zeal and kill me with no way for me to stop it.

Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #27 on: December 09, 2009, 01:45:23 AM »
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I just reread the list to be sure, and I counted a grand total of 0 cannot be negated battle winners.  A few "cannot be prevented"s and some non-battle-winner cannot be negated enhancements, but, like you two, I agree that battles are more fun when there is at least a potential for a little back and forth.

Keep the comments coming.  They are very helpful.
« Last Edit: December 09, 2009, 01:48:20 AM by Bryon »

Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #28 on: December 09, 2009, 02:06:08 AM »
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I just reread the list to be sure, and I counted a grand total of 0 cannot be negated battle winners.  A few "cannot be prevented"s and some non-battle-winner cannot be negated enhancements, but, like you two, I agree that battles are more fun when there is at least a potential for a little back and forth.

Keep the comments coming.  They are very helpful.

Is there a chance I could double check that list for you, just to make sure you didn't miss any?

Offline Perri

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #29 on: December 09, 2009, 03:19:28 AM »
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Quote
I just reread the list to be sure, and I counted a grand total of 0 cannot be negated battle winners.

I dunno..I'd count Evil Spirit, and under some circumstances I think A Child is Born, Romans Destroy Jerusalem, and some others that can't be negated except for a small exception.

And I'm pretty sure that Authority of Christ Promo, as well as Haman's Plot count as battle winners, unless you count protection fortresses, in which case, what's the point of them being Cannot be negated if you can't target anybody?

That aside, I agree with Dominants, it wasn't too bad when I first started playing and all me and friends had was SoG, Angel of the Lord, Christian Martyr, and Burial, but I feel like it's really getting crazy. I like the idea of Heroes VS. Evil Characters.

Uh, I guess that was more of a rant than a statement. Basically..

Protect Fortresses, Dominants, cards you can't get around unless you have that ONE hero or artifact that is otherwise worthless.

Offline sk

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #30 on: December 09, 2009, 03:39:42 AM »
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He was counting the cards on the playtesters' list for the next set, not the ones listed on this thread.

The only thing that I find really hard to counter is the pre-block/ignore stuff.  In my opinion, my ideal decks would have a civilization of offense and a civilization on defense, and giving players a way to shut down my entire defensive civilization (Jacob + RTC, or just Three Nails, for example) is very painful.
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Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #31 on: December 09, 2009, 07:46:23 AM »
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Quote
I just reread the list to be sure, and I counted a grand total of 0 cannot be negated battle winners.

I dunno..I'd count Evil Spirit, and under some circumstances I think A Child is Born, Romans Destroy Jerusalem, and some others that can't be negated except for a small exception.

And I'm pretty sure that Authority of Christ Promo, as well as Haman's Plot count as battle winners, unless you count protection fortresses, in which case, what's the point of them being Cannot be negated if you can't target anybody?

He meant the NEW card list.  :P

Offline BubbleBoy

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #32 on: December 09, 2009, 08:27:04 AM »
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I forgot to mention CBN stuff earlier, but apparently that has already been addressed.

I just want to say one more time, and hopefully some will agree with me: If we are able to get rid of evil protect fortresses too easily, we'd better be able to counter AoCP. In general, I'm not too fond of fortress discarders, because people typically only have two or three forts in a deck, and most of the time they are integrated into the player's strategy. I think any fortress discarders, especially of evil fortresses, should have lofty costs/conditions. Just my :2cents:
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Warrior_Monk

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #33 on: December 09, 2009, 10:34:01 AM »
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I forgot to mention CBN stuff earlier, but apparently that has already been addressed.

I just want to say one more time, and hopefully some will agree with me: If we are able to get rid of evil protect fortresses too easily, we'd better be able to counter AoCP. In general, I'm not too fond of fortress discarders, because people typically only have two or three forts in a deck, and most of the time they are integrated into the player's strategy. I think any fortress discarders, especially of evil fortresses, should have lofty costs/conditions. Just my :2cents:
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Offline New Raven BR

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #34 on: December 09, 2009, 10:41:57 AM »
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1 ban nj
RED, don't be a noob
without NJ the game would last longer, and having nj in the game is a big +
i think the next set should be starters cause it's that time to release 2 new starter decks cause it's been so long since G/H and it's time to release I/J and introduce the new brigades and card types like territory, and such
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Offline 3-Liner And Bags Of Chips

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #35 on: December 09, 2009, 10:45:07 AM »
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1 ban nj
RED, don't be a noob
without NJ the game would last longer, and having nj in the game is a big +
i think the next set should be starters cause it's that time to release 2 new starter decks cause it's been so long since G/H and it's time to release I/J and introduce the new brigades and card types like territory, and such
I think they should expand on orange, red, musicians, and sadduce/pharacee (sp)
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Offline New Raven BR

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #36 on: December 09, 2009, 10:47:12 AM »
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red yes orange no
sadducees: i couldn't agree more
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Offline Professoralstad

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #37 on: December 09, 2009, 11:47:42 AM »
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I'd say the balance between Fortresses and their discarding is fine, with the possible exception of Gates of Hell. I agree with Bubbleboy that there was a big reason why Evil protect Forts came into existence, and that reason is AoCP. If there was something besides enhancements introduced that could discard Fortresses, especially with little to no cost, then we might be back where we were: ET+AoCP decimating defenses.

What I probably would be okay with is a way to temporarily get rid of a Fortress, say a character who can shuffle a fortress in play or set-aside area into owner's deck. That can upset a person's strategy temporarily, but at least they have a chance to set it up again.

Personally I think site-lock has become too easy. I think there should be ways to punish someone for playing with a lot of sites. I don't necessarily want to see the strategy go away, I just want to see more creativity than what I've seen.
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Offline Master KChief

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #38 on: December 09, 2009, 11:52:59 AM »
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Personally I think site-lock has become too easy. I think there should be ways to punish someone for playing with a lot of sites. I don't necessarily want to see the strategy go away, I just want to see more creativity than what I've seen.

AMEN.
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Offline STAMP

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #39 on: December 09, 2009, 11:55:25 AM »
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Personally I think site-lock has become too easy. I think there should be ways to punish someone for playing with a lot of sites. I don't necessarily want to see the strategy go away, I just want to see more creativity than what I've seen.

I have never had a problem with sites using my ANB deck.

...er, wait...crud...yeah, site-lock has become too easy.   ;)
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Offline BubbleBoy

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #40 on: December 09, 2009, 12:00:30 PM »
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The thing about site lockout is that all it really does offensively is get rid of opponent's sites. There are a good number of other ways to get into sites. What I hate, however, is having to put tons of site access into every deck I make, or else I am doomed to fail against sites. And yet, I hardly ever run into site decks. I would rather site lockout was not a strategy at all so that we could have real battles again. Sitelock must die.
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Offline Red

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #41 on: December 09, 2009, 02:09:08 PM »
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1 ban nj
RED, don't be a noob
without NJ the game would last longer, and having nj in the game is a big +
i think the next set should be starters cause it's that time to release 2 new starter decks cause it's been so long since G/H and it's time to release I/J and introduce the new brigades and card types like territory, and such
talk about me you quit over a loss to 2 time nat champ so quit bashing me andy.
« Last Edit: December 09, 2009, 02:31:32 PM by RED »
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Offline lightningninja

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #42 on: December 09, 2009, 02:18:46 PM »
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It CAN break the game? If it did break the game it would have in the last 10 years.
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Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #43 on: December 09, 2009, 05:00:40 PM »
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What is too hard to stop?  Bickering.  :(

Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #44 on: December 09, 2009, 05:04:27 PM »
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He meant the NEW card list.  :P
Right.  Sorry that wasn't clear.

On closer inspection, there are a few currently on the list that are similar to Overwhelmed by Philistines.  That is, they have cannot be negated status if opponent has a certain type of card in battle/play.  But cards like that rely on your OPPONENT to become cannot be negated, so they are not as powerful as the ones whose parameters you get to control.

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #45 on: December 09, 2009, 05:47:04 PM »
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He meant the NEW card list.  :P
Right.  Sorry that wasn't clear.

On closer inspection, there are a few currently on the list that are similar to Overwhelmed by Philistines.  That is, they have cannot be negated status if opponent has a certain type of card in battle/play.  But cards like that rely on your OPPONENT to become cannot be negated, so they are not as powerful as the ones whose parameters you get to control.

I still think you should let me look through that list to ensure theres no straight up CBN battle winners...  ;)

Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #46 on: December 09, 2009, 05:48:43 PM »
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Lambo, talk to me at Nationals.  :)

Offline Lawfuldog

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #47 on: December 09, 2009, 07:14:46 PM »
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In my opinion, nothing really needs more counters.

Now before you all start to blast me with "Oh-em-geez haz yoo seen pre-block ignore and CBNz?!" Yes, I have. I also haven't seen them used that often. In fact, the hardest thing to beat that I've seen is just a straight up FBN offense. People are so focused on counters and other stuff, that FBN just walks through.

The game, in my opinion, needs a new type of strategy. We have converts, straight discarding, removing, capturing, etc... Shuffling was introduced more recently, and I love that. We should just expand on varying strategies on how to win the battle. Set-asides make it interesting, you win the battle but they get their characters back, so it's not going to win you a game.

But, if there really needed to be another counter, make one for artifacts. A counter for a counter, I say.
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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #48 on: December 09, 2009, 07:21:05 PM »
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In fact, the hardest thing to beat that I've seen is just a straight up FBN offense. People are so focused on counters and other stuff, that FBN just walks through.

i can attest to this. :)

but this just proves how ridiculous the redemption meta has become. if you tech against ignore, then fbtn runs over you. if you tech against fbtn, then sites run over you. if you tech against sites...so on, so forth. its just RIDICULOUS how much teching is needed in todays meta just to try and sustain a competitive deck.
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Offline STAMP

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #49 on: December 09, 2009, 07:35:23 PM »
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The game, in my opinion, needs a new type of strategy. We have converts, straight discarding, removing, capturing, etc... Shuffling was introduced more recently, and I love that. We should just expand on varying strategies on how to win the battle. Set-asides make it interesting, you win the battle but they get their characters back, so it's not going to win you a game.

That's why I suggested the hand and deck swapping.  We just got a TexP card that swaps heroes.  Swapping cards of different types in different locations is the next type of strategy in my opinion.
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