Author Topic: True Counters  (Read 4473 times)

Offline Minister Polarius

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True Counters
« on: May 03, 2011, 10:18:18 PM »
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After all this time, speed is still too powerful, Dominants are still horribly imba, and tiny standalone defenses are still too effective. Perhaps these cards would do something about them.

Asking for Signs
0/0 Multicolor Evil Enhancement, TC
"Place this card on a Human Evil Character: Protect all Lost Souls from Rescue by a player with more than 2 Dominants in his Discard Pile. Protect Evil Character from Conversion. Restrict owner from targeting this card."

A House Divided
Evil Fortress
"Whenever a Demon is Discarded, look at a player's hand, territory and Discard Pile. If no more than two characters of the same Brigade in both alignments are found, player may not attack his next turn."

Unto the Least
Good Dominant
-X=Number of Redeemed Souls by players with the least-
"If a player has four or more Redeemed Souls than X and is one soul away from winning, move a Lost Soul from his Land of Redemption to a player with the least Redeemed Souls."

Pharaoh
12/12 Gold Evil Character, WC
-Egyptian King-
"Unless Moses or Aaron is in play, Discard the top card of opponent's deck to Protect all O.T. Lost Souls from rescue. If you do, you may not attack on your next turn."

Sealed Scroll
0/0 Silver/Green Enhancement, TC
"Search all player's decks and hands for all Dominants you have not yet played. Set them all aside until all players have fewer than 8 cards in deck."

Golden Vessels
Artifact
-May be activated on your Babylonian Royalty, X=Number of cards drawn by an opponent's ability this turn-
"Protect this card from Dominants. At any time, you may remove this card from the game to draw X cards."

David the Warrior
12/8 Red Hero, WC
-King of Israel, Musician, Prophet-
"Negate one Site. If your opponent has more Redeemed Souls than you, Ignore one Demon, one O.T. Human Evil Character and all Evil Characters in hand. Set the top card of opponent's deck aside for 3 turns."

David the Prophet
2/2 Green Hero, WC
-King of Israel, Musician, Prophet, X=Number of Dominants in opponent's Discard Pile-
"Negate one Site. Search deck for X O.T. non-Dominants. Shuffle one Evil Character of each brigade."

David the Minstrel
2/7 White Hero, WC
-King of Israel, Musician, Prophet-
"May play an Enhancement involving music. If you have fewer redeemed souls than opponent, card may come from Storehouse or a Discard Pile."

David the King
11/11 Purple Hero, WC
-King of Israel, Musician, Prophet-
"Ignore Evil royalty. Negate Special Abilities on Evil Characters. Protect all characters from banding and Discard."


My question to you is, would any of these accidentally speed? I don't want to be responsible for another Gifts of the Magi or Mayhem.
« Last Edit: May 03, 2011, 11:36:51 PM by Minister Polarius »
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Rawrlolsauce!

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Re: True Counters
« Reply #1 on: May 03, 2011, 10:23:01 PM »
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Most of these are imba. David the Prophet is imba imba imba imba imba imba.

Offline Red Dragon Thorn

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Re: True Counters
« Reply #2 on: May 03, 2011, 10:24:17 PM »
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Yeah, David the Prophet seems a tad strong, especially if you use like confusion or something to put an opponents dominant into the discard pile.

Sealed Scroll seems like a good idea at first glance, but I know that it's broken. Picture a speed deck setting aside 8 cards from their deck, so now I get 8 cards further though a 40 card deck, and suddenly I've had 2-3 turns of not needing to worry about your CM/DoN/Falling Away, and I get the doms right back since I'm so speedy. I'd make it so you get them back when your opponent hits a card number - the trick would be wording it so that it works in multi.
« Last Edit: May 03, 2011, 10:29:46 PM by Red Dragon Thorn »
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Offline Minister Polarius

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Re: True Counters
« Reply #3 on: May 03, 2011, 10:50:21 PM »
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Green David's only imba if people insist on stocking their decks full of the real imba cards.

Good point on the seal. I originally had it do opponent but I had the same worries about using it v. a speed deck. I guess I'll make it all players.

Sauce, how are they imba specifically? If you mean they drive a wooden stake through the heart of speed, then good, but are they imba in another way?
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Rawrlolsauce!

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Re: True Counters
« Reply #4 on: May 03, 2011, 11:08:51 PM »
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Pharoah is just killer for herolite, a first turn David the Warrior is going to rescue at least one soul provided one is out (with a great chance for more), and Asking for Signs is just ridiculous. It makes playing 3 dominants non-viable. Put it on my EC, throw that EC in Kotw. Throw Destructive Sin on one of your heroes (to stop I am Whatever that red one is). What do you do?

Offline Minister Polarius

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Re: True Counters
« Reply #5 on: May 03, 2011, 11:13:20 PM »
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Pharaoh is a bit much, I'll add a stipulation that makes him much less of an issue.

Also good point on David the Warrior, I'll tinker with that.

For Asking for Signs, good. That's the intent.


Anything else that's not because it hurts Doms too much?
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Rawrlolsauce!

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Re: True Counters
« Reply #6 on: May 03, 2011, 11:14:48 PM »
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I'm not saying limiting dominants is bad, but wrecking everything except Sog/NJ is not good.

Offline Red Dragon Thorn

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Re: True Counters
« Reply #7 on: May 03, 2011, 11:21:46 PM »
+1
See, that's the problem, not everybody agree's that dominants are Imba - I tend to sit on the fence, I think the Sog/NJ combo is pretty lame, and don't get me started on Mayhem, but besides that nothing really bothers me. The problem tends to be the ability to get to those cards. Speed is more of a problem than Dominants. Also as we've learned with Search, False Peace, and Susanna, searches that don't limit a target are generally a bad idea as they tend to be really strong. Not only that but David negates Nazareth..... :/ and he's in a brigade where you already have search..... Even if my opponent is only playing with 2 or 3 dominants Dave is going to do tons of searching, for say, my "imba dominants" I attack two times after you've played CM and Aotl, gee thanks for Sog/NJ/Guardian and my own CM..... Oh, I'm also a 2/2 green dude.....

I like everything except Green David and Scroll.

I don't even mind Sign, but I'd add a condition that it can't be negated or discarded by the player who placed it. That way I can't stop you from rescuing, then on my turn negate it and rescue.
« Last Edit: May 03, 2011, 11:27:06 PM by Red Dragon Thorn »
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Offline Minister Polarius

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Re: True Counters
« Reply #8 on: May 03, 2011, 11:26:59 PM »
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See that's the thing. Even with these cards you're still fine running Doms, just not a ton of them. GoyS, SoG/NJ AotL and CM wouldn't even trigger Asking for Signs. You could even throw in another 2 and save SoG/NJ for 4 and 5. I don't have a problem with all Doms, and I think this game would be in a bad place without some of them, but when almost every deck runs SoG, NJ, FA, GoyS, Burial, CM, AotL, HT, Grapes and Mayhem, that's nearly 30% of all decks exactly the same accounting for LS's. I don't hate doms, I just don't think there should be zero drawback for running a ton of them.

*EDIT* Toned down David and fixed the issues. How's it look now?
« Last Edit: May 03, 2011, 11:31:46 PM by Minister Polarius »
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Offline Red Dragon Thorn

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Re: True Counters
« Reply #9 on: May 03, 2011, 11:31:26 PM »
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Oh, Also, I think you balanced Unto the Least from a T1 gameplay perspective. I think in T2 it might be a bit much, You're up 4-0, suddenly I play Unto the Least, and you're up 3-1, a 2 soul swing. It's worse than SoG/NJ in T2 since SoG/NJ at least takes 2 cards.... I'd reword it so that the opponent has to be 1 soul away from winning, plus ahead by some margin.
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Offline Minister Polarius

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Re: True Counters
« Reply #10 on: May 03, 2011, 11:37:10 PM »
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Rebalanced for T2.
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: True Counters
« Reply #11 on: May 03, 2011, 11:42:02 PM »
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I still think Unto the Least is Imba.

Score is 4-0. I play three dominants. Its now 3-3.

I thought you wanted to discourage dominants?

Offline JSB23

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Re: True Counters
« Reply #12 on: May 04, 2011, 12:43:38 AM »
-2
What does playing dominants have to do with Unto the Least?

I haven't played much with Disciples but from what I've seen and heard dominants aren't much of a problem so why are you trying to nerf them?  :P
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Re: True Counters
« Reply #13 on: May 04, 2011, 09:51:57 AM »
+1
The problem is that if you make make dominant counters they can help but most of them just restrict the flow of your opponents, making yours that much more op.

Offline Prof Underwood

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Re: True Counters
« Reply #14 on: May 04, 2011, 10:19:39 AM »
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The problem is that if you make make dominant counters they can help but most of them just restrict the flow of your opponents, making yours that much more op.
That's why we need a card that equally kills ALL players dominants :)

Artifact - If you have NOT played any dominants this game, then discard this artifact to interrupt all protect abilities and remove all dominants in play and from all players decks, hands, discard piles, and set aside.

Offline Minister Polarius

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Re: True Counters
« Reply #15 on: May 04, 2011, 01:31:50 PM »
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The problem is that if you make make dominant counters they can help but most of them just restrict the flow of your opponents, making yours that much more op.
Did you look at the cards? All of the dom-restrictive ones except David restrict all players.
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: True Counters
« Reply #16 on: May 04, 2011, 02:49:27 PM »
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Golden Vessels is a speed card... isn't that what you are trying to discourage? At that, it's WAY too good of a speed card.
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Offline Red Dragon Thorn

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Re: True Counters
« Reply #17 on: May 04, 2011, 04:14:59 PM »
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Mark, you've been pushing that card forever - I keep telling you that it will only encourage me to build an even faster deck.....
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Offline Minister Polarius

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Re: True Counters
« Reply #18 on: May 04, 2011, 04:45:53 PM »
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Golden Vessels only triggers off an opponent using a draw ability. It can't be used in speed decks except v. another speed deck.
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: True Counters
« Reply #19 on: May 04, 2011, 07:45:36 PM »
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Golden Vessels only triggers off an opponent using a draw ability. It can't be used in speed decks except v. another speed deck.
Indeed. I read the wrong identifier when i read Golden Vessels' ability. :D Love it.
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Offline Prof Underwood

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Re: True Counters
« Reply #20 on: May 04, 2011, 11:20:48 PM »
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That's why we need a card that equally kills ALL players dominants :)

Artifact - If you have NOT played any dominants this game, then discard this artifact to interrupt all protect abilities and remove all dominants in play and from all players decks, hands, discard piles, and set aside.
Mark, you've been pushing that card forever - I keep telling you that it will only encourage me to build an even faster deck.....
I know I have :)  It's only a matter of time though before enough people get fed up with having all top decks with the same cards making up 30% of them.  At some point there will be the critical mass that will desire to open up deck-building in a way that splits the meta into dominant decks and non-dominant decks.  Each would have their strengths and weaknesses and variety would increase.  It's good for everyone.  And besides, there are already a lot of people who make their decks as fast as possible, so they can't get any faster than they already are.  Nothing to lose, everything to gain :)

Offline Smokey

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Re: True Counters
« Reply #21 on: May 04, 2011, 11:30:06 PM »
+1
That's why we need a card that equally kills ALL players dominants :)

Artifact - If you have NOT played any dominants this game, then discard this artifact to interrupt all protect abilities and remove all dominants in play and from all players decks, hands, discard piles, and set aside.
Mark, you've been pushing that card forever - I keep telling you that it will only encourage me to build an even faster deck.....
I know I have :)  It's only a matter of time though before enough people get fed up with having all top decks with the same cards making up 30% of them.  At some point there will be the critical mass that will desire to open up deck-building in a way that splits the meta into dominant decks and non-dominant decks.  Each would have their strengths and weaknesses and variety would increase.  It's good for everyone.  And besides, there are already a lot of people who make their decks as fast as possible, so they can't get any faster than they already are.  Nothing to lose, everything to gain :)

It's more upsetting to me that all top decks have cycled between a few brigades / strategies for the past 4 years than people using alot of dominants. Half of them are useless half the time anyways.
It's still not helpful that 40% / 28% of your score is based almost entirely on RNG.

Offline megamanlan

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Re: True Counters
« Reply #22 on: May 05, 2011, 01:52:46 AM »
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I like just about all of them.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline SomeKittens

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Re: True Counters
« Reply #23 on: May 05, 2011, 09:47:50 AM »
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It seems to me that these cards are just bigger, more imba Golgathas.  If cards like these were printed, they'd just become the new dominants.  I like ProfU's suggestion that cards are made to make a dom-less (or lite) deck viable.  "CBN if you haven't played a dominant" etc.
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Offline Prof Underwood

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Re: True Counters
« Reply #24 on: May 05, 2011, 10:07:03 AM »
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I like ProfU's suggestion that cards are made to make a dom-less (or lite) deck viable.  "CBN if you haven't played a dominant" etc.
Thankfully, we wouldn't even have to put CBN on it, since the art discards itself, it isn't around to be targeted for a negate anyway :)

Offline SomeKittens

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Re: True Counters
« Reply #25 on: May 05, 2011, 11:14:53 AM »
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I was thinking more than just the artifact.  Various types of cards that would work well in general (read: not "if used by..."), but become much better if the holder hasn't played X or more dominants.
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Offline Minister Polarius

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Re: True Counters
« Reply #26 on: May 05, 2011, 11:27:04 AM »
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That line of thinking wouldn't pan out. All it would do is benefit speed decks even more, as they could quickly use those cards, then spam doms, while the opponent would be forced to use doms whenever possible to stem the flood.

These cards are not imba because the strategy and cards they are countering are broken. It takes a lot on the other side of the scales to balance out broken.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

browarod

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Re: True Counters
« Reply #27 on: May 05, 2011, 01:08:57 PM »
+1
How do your ideas benefit speed decks any less? Okay, you play Asking for Signs against me. I pop out 2 doms for 2 easy rescues, I use my plethora of enhancements to win a third, then I (interrupt and) discard your KotW taking the EC with AfS with it, drop SoG/NJ, win. The best part is you can only use up to 2 doms to stop those first 3 Souls otherwise you shoot yourself in the foot from your own card.

I honestly don't see how you think these are miraculous dom-stopping cards.

Offline Minister Polarius

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Re: True Counters
« Reply #28 on: May 05, 2011, 08:35:32 PM »
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Speed decks have the slots to deal with KotW now? For every card that a speed deck is forced to use to stop something else, it makes a huge difference.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

browarod

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Re: True Counters
« Reply #29 on: May 06, 2011, 01:52:26 AM »
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Disciples already deck 2 KotW counters standard: MLaMG and SoT. No extra slots required.

Offline Alex_Olijar

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Re: True Counters
« Reply #30 on: May 06, 2011, 02:17:49 AM »
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Disciples already deck 2 KotW counters standard: MLaMG and SoT. No extra slots required.

Why am I not using those for killing ECs?

browarod

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Re: True Counters
« Reply #31 on: May 06, 2011, 02:51:14 AM »
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I'm not saying you definitely would, I'm just saying they can be used for that purpose if that's what you're up against.

Warrior_Monk

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Re: True Counters
« Reply #32 on: May 06, 2011, 09:34:23 AM »
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SoT? Spirit of Temptation? How would that help?

browarod

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Re: True Counters
« Reply #33 on: May 06, 2011, 11:12:41 AM »
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Sons of Thunder....

Offline Alex_Olijar

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Re: True Counters
« Reply #34 on: May 06, 2011, 11:14:04 AM »
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I'm not saying you definitely would, I'm just saying they can be used for that purpose if that's what you're up against.

I would love for you to take out my KOTW with those cards. That makes your offense much easier to handle. Speed only typically has ~5 battlewinners, and now you've waster 1-2 of them.

browarod

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Re: True Counters
« Reply #35 on: May 06, 2011, 11:22:22 AM »
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If I have to use 2 to kill one fortress then you deserve to squash me. :D

Offline SomeKittens

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Re: True Counters
« Reply #36 on: May 06, 2011, 11:27:33 PM »
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MLaMG can be fairly useful for killing Gates.
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Offline TheJaylor

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Re: True Counters
« Reply #37 on: May 06, 2011, 11:33:13 PM »
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MLaMG can be fairly useful for killing Gates.
Remind me what MLaMG is please.

Offline RTSmaniac

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Re: True Counters
« Reply #38 on: May 07, 2011, 12:21:43 AM »
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My Lord and My God (Di)
Type: Hero Enh. • Brigade: Purple • Ability: 2 / 2 • Class: None • Special Ability: If used by a disciple, negate and discard an evil card in play or set-aside area. • Identifiers: None • Verse: John 20:28 • Availability: Disciples booster packs ()

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Offline galadgawyn

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Re: True Counters
« Reply #39 on: May 07, 2011, 03:14:41 AM »
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Some of these are interesting ideas and some of these would be decent cards but for the most part I don't see how they address your stated concerns.  I like doms and don't want to trash them but I'm all for cards that give people pause on whether they should use them in a deck.  I don't think they are broken but I wish it was a common strategic decision on whether to build with them or not.

Asking for Signs
0/0 Multicolor Evil Enhancement, TC
"Place this card on a Human Evil Character: Protect all Lost Souls from Rescue by a player with more than 2 Dominants in his Discard Pile. Protect Evil Character from Conversion. Restrict owner from targeting this card."   

 I think a speed player could actually benefit from this with the right build.  It would help the speed player if the opponent isn't using their doms or isn't making rescues against the speed players small defense.  The speed player can use ANB to use Doms again which can fit just fine with a speed deck.

A House Divided
Evil Fortress
"Whenever a Demon is Discarded, look at a player's hand, territory and Discard Pile. If no more than two characters of the same Brigade in both alignments are found, player may not attack his next turn." 

Do they have to have 3 good and 3 evil to not get hit with this?  I think this might be like an evil Garden Tomb; most decks it wouldn't help much but you could really abuse it.  You could discard a demon with Gates or from hand to trigger each turn and their are plenty of ways to make sure they don't have the six characters needed.

Unto the Least
Good Dominant
-X=Number of Redeemed Souls by players with the least-
"If a player has four or more Redeemed Souls than X and is one soul away from winning, move a Lost Soul from his Land of Redemption to a player with the least Redeemed Souls." 

I think that would really frustrate players, more than any previous dom.

Pharaoh
12/12 Gold Evil Character, WC
-Egyptian King-
"Unless Moses or Aaron is in play, Discard the top card of opponent's deck to Protect all O.T. Lost Souls from rescue. If you do, you may not attack on your next turn."   

strong but don't see how it is related

Sealed Scroll
0/0 Silver/Green Enhancement, TC
"Search all player's decks and hands for all Dominants you have not yet played. Set them all aside until all players have fewer than 8 cards in deck." 

Can be abused by ANB speed player.  I play that early, draw out most of my deck, then play ANB to get my needed doms at the end.  It would have been ridiculous with Sin in the Camp decks but that got banned.  It could still be abused with combo decks since doms were one of the threats to stop my endless initiative and I didn't use doms.

Golden Vessels
Artifact
-May be activated on your Babylonian Royalty, X=Number of cards drawn by an opponent's ability this turn-
"Protect this card from Dominants. At any time, you may remove this card from the game to draw X cards."

seems weak to me.  Unless it does something else, why include it?  there are better ways for me to draw cards, besides the opponent drawing cards was generally not an incentive for me to not draw.


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Re: True Counters
« Reply #40 on: May 07, 2011, 03:59:34 AM »
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My ideas of counters are more like:

Remove any number of dominants in your hand from the game to discard 2x dominants from a players deck or hand and x cards from that players territory.  x= dominants removed from hand

It is sufficiently strong to make me think twice about putting doms in my deck.  It has worth even if the opponent doesn't use doms (though at sufficient cost, I think) which makes it more likely to be used and therefore effective as a counter.

or how about

Players may not play a dominant unless a player first discards x cards from hand.  You may discard a dominant to shuffle a character or enhancement of equal alignment and testament in your discard pile, into your deck.  x=1+dominants in their discard pile      or

Scripture - In this world you will face trouble. 
If an opponent plays a Dominant then search any discard pile for an evil character and place it face down on one of their heros.  The next time that hero enters battle, the blocker may add that evil character after choosing the initial blocker.

or   Discard 3 dominants from an opponents hand or deck.  If they have more cards in hand and territory then you, shuffle 3 cards from each into owners deck.

Offline lightningninja

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Re: True Counters
« Reply #41 on: May 07, 2011, 07:14:27 PM »
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My ideas of counters are more like:

Remove any number of dominants in your hand from the game to discard 2x dominants from a players deck or hand and x cards from that players territory.  x= dominants removed from hand

I would never use a deck other than speed with all 12 dominants if this card was released.
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Offline Minister Polarius

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Re: True Counters
« Reply #42 on: May 07, 2011, 09:32:11 PM »
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What is this "ANB speed?" I've never heard of a speed player running ANB.
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Re: True Counters
« Reply #43 on: May 07, 2011, 09:47:41 PM »
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Yeah, ANB is the exact opposite of speed.

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Re: True Counters
« Reply #44 on: May 09, 2011, 03:04:55 AM »
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I guess it depends on what you mean by speed.  If you mean a game that ends quickly then you obviously won't use ANB.  If you mean a deck that gets its cards quickly and has strong offense to win then I've seen it with that. 

Green has Hur and Feast of Trumpets? with Gift of the Magi, Provisions, Hidden Treasures with Search, and can easily pair up with teal to add the rest of the draw set-asides and more offense.  I've seen it draw out really fast.  So adding ANB to that is no big deal.  ANB can correct a lost soul disparity (they have 1 out and you draw 5) and buy time with shuffling the 2 liner.  In can wipe any set up defense (until Nazareth came out) and since your deck is offense heavy, you have a good chance at rescuing on the redraw.  I've seen it work quite well.  I know there are others but I thought this was a well known speed type.

Quote
I would never use a deck other than speed with all 12 dominants if this card was released.

I would almsot never use 12 dominants regardless but I still might use 10.  Given the inherent power of Dominants, you really think people would never build a deck with 10+ dominants just because of that one counter?  Why? 

Offline SomeKittens

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Re: True Counters
« Reply #45 on: May 09, 2011, 11:27:55 AM »
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People still play TGT after Golgatha was released.  Just because a counter exists doesn't mean people will stop using whatever's been countered.
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Re: True Counters
« Reply #46 on: May 09, 2011, 12:16:42 PM »
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I agree w/ that. Divisions in the Church is still good even though we have 'Of One Mind' Most cards that are countered are usually still played quite often unless there's like 20 or so counters for the card(s) and every deck runs at least one of them. Which doesn't happen often.
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Re: True Counters
« Reply #47 on: May 09, 2011, 04:08:35 PM »
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Right, but it would be bad if it was countered to the point that you rarely saw them.  Look at how they have countered BtN, capture, territory destruction, choose the blocker, etc.  Those are all still useful cards and strategies but you no longer win 90% of your games with a straight BTN deck.  Capture cards are still good battlewinners for defense but there is so much protection from capture that defenses don't rely on just capture. 

So if you achieved a balance where about 40% used 10+ doms, 30% used about 4 doms, and 30% used no doms, then I think that would be a large improvement to the meta of the game.  It would provide more interesting variety to not 95% of the time know that the opponent is using the same doms and just waiting for when they draw their SoG, NJ, Angel, CM, etc.  So they are still going to be used a lot, but I would to see it be a strategic choice and it be a viable option to not use them at all.

 


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