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I think making all decks have matching numbers of good and evil cards for all categories would be a good idea. Even Booster Draft is affected by people who pull all offense and little-to-no defense.
Like i said i dont know how other playgroups are but what if the rule of balance that is enforced on type 2 was applied to type 1 multi (Same amount of evil to good ratio) would it make it better? What are your thoughts and if this is too drastic of a change is a playgroup allowed to agree and impliment this rule for their play group? Thanks
I submit instead of throwing every possible solution that detriments speed into type 3 that you instead test each variable separately first. I'm of a strong belief that just 1/2 good and evil required would do a lot to balance the meta.
I'm asking, have you tried testing every variable separately so you can get an objective perspective on which variables are possibly working better than others? Some of those might not even be necessary.
Quote from: EYES_on_ZION on May 08, 2012, 05:53:26 PM Like i said i dont know how other playgroups are but what if the rule of balance that is enforced on type 2 was applied to type 1 multi (Same amount of evil to good ratio) would it make it better? What are your thoughts and if this is too drastic of a change is a playgroup allowed to agree and impliment this rule for their play group? ThanksQuote from: YourMathTeacher on May 08, 2012, 06:28:46 PMI think making all decks have matching numbers of good and evil cards for all categories would be a good idea. Even Booster Draft is affected by people who pull all offense and little-to-no defense.I invite you to take a look at Type 3. It is a blend of T1 and T2 with a balance of good and evil, play to 6, and a required deck size of 60. It resolves a lot of issues with T1 that people complain about, especially new players. We haven't tested the multiplayer on it yet, but 2P has been working really well to reign in speed and make the battle phase actually interactive.
How do these rule changes make T1 better and more fun to play?
i like that. Is type 3 an actually an option or is it something that you are working on because i really like the soul rule so that people arent just playing for sog +nj as much and the balance. I dont really know about the whole 60 card rule though because that takes away from deck building freedom in my opinion.
Quote from: Master KChief on May 08, 2012, 07:15:31 PMHow do these rule changes make T1 better and more fun to play?They don't, necessarily, however, they could still be a lot of fun, and I'm excited to see how viable they are. We won't know unless we test them.
And I'm suggesting instead of making 3 important changes to how T1 is played, instead test 1 at a time to observe if 'fun' is still attainable with the least number of critical changes possible.
Sorry, I have to ask. How is strait red speed?
I agree with MKC. I think we should just make all Type 1 decks have equal good and bad and see if that makes a significant enough change. No offense, but I am not interested in learning or hosting a new type.
Quote from: YourMathTeacher on May 09, 2012, 03:50:28 PMI agree with MKC. I think we should just make all Type 1 decks have equal good and bad and see if that makes a significant enough change. No offense, but I am not interested in learning or hosting a new type.I disagree. I don't want T1 to become a mini T2.