New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
This would ultimately ban New Jerusalem, but would add more strategy in the sense you couldn’t just drop SoG and 2nd Coming to simply end the game. You would be a little hesitant to play one too early or even too late with the fear of the other one getting discarded or removed from the game.
I don't think I would be a fan of such a change. That being said, I really like cards that make it more difficult to play doms or more painful to do so. I think more cards like Fall of Man and Pithom would be good for the game so that dominants become more of a "last resort" option as opposed to an automatic play.
Can you give any examples of why it would be a bad thing, other than it would be something else that people need to know? I'm curious because I haven't thought about this for more than a day or two- obviously I haven't thought of all the implications.You can keep printing counters, but we all know how that goes. Too many counters is just as bad as not enough. I'd rather not need the counters altogether.
in most cases I prefer to keep as much strategy involved in the game as possible, which includes when and how to play one's dominants.
It seems like this change would be right up your alley, then.
I like what you’re trying to do, but I think my preference would be to have a format with no Doms at all, with lower win required souls to compensate for time.
(shipwreck, destruction, rubble and dust, vain, THS, Glory) that we probably do not need dominant cap anymore. Basically I am saying that the opportunity cost of running dominants is higher now and the extra doms you may include are not game breaking but help keep some other nasty stuff in check.
Quote from: TheHobbit on February 18, 2019, 12:43:34 PM(shipwreck, destruction, rubble and dust, vain, THS, Glory) that we probably do not need dominant cap anymore. Basically I am saying that the opportunity cost of running dominants is higher now and the extra doms you may include are not game breaking but help keep some other nasty stuff in check.New destruction and R&D certainly aren't watered down, I'd consider both to be competitively viable this year. If it weren't for the dom cap I know for sure I'd be running at least two and probably three more dominants in every deck than I do now and the power level of every deck would go up quite a bit.
I am all for this as long an NJ gets a reprint as a common. As a person who couldnt afford TSC for the longest time, there's needs to be a cheap card with a similar, but less powerful, ability in the game for younger/poorer players.
Quote from: Kevinthedude on February 18, 2019, 12:58:28 PMQuote from: TheHobbit on February 18, 2019, 12:43:34 PM(shipwreck, destruction, rubble and dust, vain, THS, Glory) that we probably do not need dominant cap anymore. Basically I am saying that the opportunity cost of running dominants is higher now and the extra doms you may include are not game breaking but help keep some other nasty stuff in check.New destruction and R&D certainly aren't watered down, I'd consider both to be competitively viable this year. If it weren't for the dom cap I know for sure I'd be running at least two and probably three more dominants in every deck than I do now and the power level of every deck would go up quite a bit.But what would you take out? Probably cards that directly win battles or equivalent support cards? Grapes is the only "extra" dominant that will win battles consistently so more often than not by adding other dominants there is a trade off.As for power level you can't just say it increases power level when these two cards can sack incredibly powerful cards like YWR.
My first inclination is to be in support of the 1-dom-per-player-per-turn rule change (with an exception or errata for NJ). It would help change the meta from being so hyper-speed focused and hopefully therefore diversify it.
Quote from: jesse on February 18, 2019, 08:15:32 PMMy first inclination is to be in support of the 1-dom-per-player-per-turn rule change (with an exception or errata for NJ). It would help change the meta from being so hyper-speed focused and hopefully therefore diversify it.Something to think about is... should the game slow down?For years many of us fought against the game "speeding up". Now the game is faster than it ever was when I was competitively playing. But is the fact that the game is now faster a bad thing?
When you think about it playing 1 dom a turn likely means that SOG, SC, AOTL, FA, CM, and 3W are likely still the best doms and still should be in a deck. That still leaves 1 dom flex spot for most decks which is still similar to now and their power just gets more spread over a game and more strategic rather than spammy.
I've had games where my opponent played SoG/TSC/AotL on his first turn to go up 3-0...and then I won 5-3. I think it's also worth noting that few (if any) of last year's Top Cut decks were running Woman with Child -- the ultimate "Dom-rush" Hero.
To me, the more frustrating experiences have been when my opponent has consecutive dominant block turns in a row. (i.e. Grapes, then Martyr, then FA in 3 consecutive turns). At the same time, there's been times I've been the one doing that to my opponent. It's just part of the randomness of a card game.
A few weeks ago, I was playing a T2 game and my opponent had an early King of Tyrus (PoC). Knowing my specific offense (as constructed) would struggle to overcome KoT until I drew certain cards, I decided to play aggressive and used TSC to grab Woes from deck--a play I almost never make, but decided to take the calculated risk and it paid off as I defeated KoT in that early battle and my offense kept rolling to an eventual win.
I agree with Guardian. Redemption is unique and great the way it is and doesn't need this rule change.