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i'd rather have booster packs back over starters anyday.
That is what I say to the people who whine about TGT, but they no listen
Most of the fortresses were made for a reason, and I think few of them are overpowered besides TGT, which can be solved by cards besides fortress-killers. I don't know about you, but it's always annoying to me when my opponent bands to my characters. It's also very annoying when he kills my characters before I block with them. IMO, there are already enough - if not too many - ways to stop fortresses on the evil side: Spreading Mildew, Romans Destroy Jerusalem, King Hazael, Assyria Conquers Israel, Set Fire, A-bom, Battering Ram/Siegeworks, Besieged, and now Land Dispute (sometimes), Image of Jealousy, Destructive Sin, and Axe all in the last set. Most of these cards don't even need initiative to be used, especially with High Places now. Good has Samson's Sacrifice, Trumpet Blast, and Burning Censer also. I think those who are complaining about fortresses need to change their decks a little, because there are fortress discarders in every brigade.
Quote from: TheKarazyvicePresidentRR on January 19, 2010, 12:22:39 PMThat is what I say to the people who whine about TGT, but they no listen How many of that long list of fortress discarders can actually get rid of TGT without being played in battle?
Quote from: Prof Underwood on January 19, 2010, 01:15:05 PMQuote from: TheKarazyvicePresidentRR on January 19, 2010, 12:22:39 PMThat is what I say to the people who whine about TGT, but they no listen How many of that long list of fortress discarders can actually get rid of TGT without being played in battle?Spreading Mildew (via High Places), Abom (via High Places and a forced draw), Land Dispute (sometimes), Image of Jealousy, Destructive Sin.
Quote from: Professoralstad on January 19, 2010, 01:21:57 PMQuote from: Prof Underwood on January 19, 2010, 01:15:05 PMQuote from: TheKarazyvicePresidentRR on January 19, 2010, 12:22:39 PMThat is what I say to the people who whine about TGT, but they no listen How many of that long list of fortress discarders can actually get rid of TGT without being played in battle?Spreading Mildew (via High Places), Abom (via High Places and a forced draw), Land Dispute (sometimes), Image of Jealousy, Destructive Sin. So only 2 that aren't conditional. That doesn't exactly seem to be dissuading everyone and their brother from still playing TGT.
People just need slower offenses, it'd solve the problem.
Are people still complaining about TGT?I think forts do not need any additional destroyers (Other than the set-aside forts).The main thing that I believe needs help is, like other people have mentioned, having more diversity in a brigade. I was showing one of my playgroup members the deck I made him (exodus offense (thought it would be interesting to have a pure Exodus offense) and crimson defense). While explaining how all the cards work and the combos I put into the deck, he asked me if anyone uses a gold defense (I just showed him Miriam). After thinking awhile, I realize that no one does. It's not because I dislike gold defense so I never put them in any deck. It's because, besides Egyptians (which I had in one of my main decks), gold, IMHO, doesn't have much to offer as a stand alone brigade (wouldn't mind some one proving me wrong). I'm sure there's more that I can't think of right now (can't really say orange because to me, they are still too new to have great diversity in the brigade).God Bless
hey,I have been worried a bit worried lately about the high number of cards that allow or require some sort of deck shuffling. This includes search, discard, and shuffle abilities. Now, with Hidden Treasures + Philistine Outpost, I could be shuffling at least every turn. I believe this is making games unnecessarily longer. What if I were to do piles every time I shuffled instead of just rifling? Even in a type 1 game (and even without piles), I run a greater risk of timing out just because of this. Tied along with this, I'm wondering if the drawing + this searching that have an end result of opening up a very large pool of cards to play with is good for the game. Is that what the hand limit was in response to? I would recommend that to continue countering this, there be fewer draw and search cards and that there be better/easier/more ways to stop these strategies than Rain Becomes Dust. I recognize the value that this drawing and searching brings to the game - more cards = more options = more fun - one aspect of Redemption that is fundamentally better than MTG is the drawing of 3 rather than 1. However, this openness that things like the Devastator deck, Bronze Laver + Gates of Hell, Gifts + Hur, the Genesis theme, and other strategies bring to the game might swing the pendulum too far. Thanx for the consideration! L8er,Gil