Author Topic: Dominants  (Read 15868 times)

Offline Alex_Olijar

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Re: Dominants
« Reply #50 on: February 17, 2010, 03:33:57 PM »
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No. That card will break the game. It will make any deck that successfully pulls it off completely unbeatable. It makes approximately 6-10 cards in the opponent's deck worthless if pulled off early (which in an era of rampant speed and searching isn't hard to do). Therefore, it essentially makes your 50 card deck about 10 cards "bigger" than a normal 50 card deck with dominants. It does not promote either fun or fellowship, which Prof so often campaigns for.

Offline Cameron the Conqueror

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Re: Dominants
« Reply #51 on: February 17, 2010, 03:55:11 PM »
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Or, we could do what everyone's been clamoring for for years and make T1 6LS with a 60 card minimum.
Game over if that happens.  The 60 card isn't too bad, but 6LS will instantly break the game.  SoG + NJ + Burial = 3 available.  All I have to do is one Hormah + Exchanger and I don't need any defense.

60card + 8ls might work, but not 6ls.

Lamborghini_diablo

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Re: Dominants
« Reply #52 on: February 17, 2010, 03:59:47 PM »
+1
Or, we could do what everyone's been clamoring for for years and make T1 6LS with a 60 card minimum.
Game over if that happens.  The 60 card isn't too bad, but 6LS will instantly break the game.  SoG + NJ + Burial = 3 available.  All I have to do is one Hormah + Exchanger and I don't need any defense.

60card + 8ls might work, but not 6ls.

I think he meant you need to redeem 6 instead of 5.

I wouldn't be opposed to the 60/6 rule.

No. That card will break the game. It will make any deck that successfully pulls it off completely unbeatable. It makes approximately 6-10 cards in the opponent's deck worthless if pulled off early (which in an era of rampant speed and searching isn't hard to do). Therefore, it essentially makes your 50 card deck about 10 cards "bigger" than a normal 50 card deck with dominants. It does not promote either fun or fellowship, which Prof so often campaigns for.

+1 That art just fuels the need for speed even more. Maybe a better version....

"When activated, holder may discard a dominant from hand to discard a dominant from opponents deck." I realize theres still a "MUST GET THIS ASAP" element to this, but its nowhere near as severe as profs suggestion had.

Offline ChristianSoldier

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Re: Dominants
« Reply #53 on: February 17, 2010, 04:07:48 PM »
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Quote
"When activated, holder may discard a dominant from hand to discard a dominant from opponents deck." I realize theres still a "MUST GET THIS ASAP" element to this, but its nowhere near as severe as profs suggestion had.

In T2 I would gladly run searches and Angel at the Tomb to discard every dominant in my opponents deck at little cost (I'm not sure if it would work as well as I imagine it now)
« Last Edit: February 17, 2010, 04:16:48 PM by ChristianSoldier »
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Offline D-man

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Re: Dominants
« Reply #54 on: February 17, 2010, 04:09:53 PM »
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"When activated, holder may discard a dominant from hand to discard a dominant from opponents deck." I realize theres still a "MUST GET THIS ASAP" element to this, but its nowhere near as severe as profs suggestion had.


In T2 I would gladly run searches and Angel at the Tomb to discard every dominant in my opponents deck at little cost (I'm not sure if it would work as well as I imagine it now)
It would have to be "holder may discard a dominant from hand to search opponent's deck for the same card and discard it."  Otherwise, I discard your SoG with my GoTL.
« Last Edit: February 17, 2010, 04:31:18 PM by D-man »

Offline Prof Underwood

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Re: Dominants
« Reply #55 on: February 17, 2010, 04:15:34 PM »
+1
No. That card will break the game. It will make any deck that successfully pulls it off completely unbeatable. It makes approximately 6-10 cards in the opponent's deck worthless if pulled off early
Yes it means that the opponent's deck will have up to 10 useless cards (minus the ones that they've already played), but it also means that the deck that pulls it off won't have any dominants in it.  That is a HUGE balancing factor.  At least the other deck will probably get to play a couple dominants early in the game.  I really think this could work.

Offline BubbleBoy

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Re: Dominants
« Reply #56 on: February 17, 2010, 04:24:43 PM »
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I agree with Prof that a card like this would be well-balanced. And it should be made usable by every brigade so that decks will begin to put fewer dominants in their decks. There should also be a card that allows you to discard some of your cards to discard the same cards from your opponent(s). This would obviously be balanced because although your opponent(s) lose the cards, so do you. And keep in mind that discarding still allows for Angel at the Tomb (or Goods Recovered) use.

P.S. I think those who want to change T1 to 60/6 should be playing T2. That's what it was made for.
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Offline D-man

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Re: Dominants
« Reply #57 on: February 17, 2010, 04:35:09 PM »
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Upping the minimum deck size by 10 cards and requiring the rescue of another soul is a far cry from T2, where the decks are 100+ plus cards and you can have 5x of everything (and equal good and evil).  I sometimes play causal games to 6 souls, minimum 63 cards.  It's nothing like T2.

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Re: Dominants
« Reply #58 on: February 17, 2010, 04:54:06 PM »
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I agree with Prof that a card like this would be well-balanced. And it should be made usable by every brigade so that decks will begin to put fewer dominants in their decks. There should also be a card that allows you to discard some of your cards to discard the same cards from your opponent(s). This would obviously be balanced because although your opponent(s) lose the cards, so do you. And keep in mind that discarding still allows for Angel at the Tomb (or Goods Recovered) use.

P.S. I think those who want to change T1 to 60/6 should be playing T2. That's what it was made for.

Yeah, I play t1 because I don't want to have to deal with AoCPx5 every game.

Offline Korunks

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Re: Dominants
« Reply #59 on: February 17, 2010, 04:55:53 PM »
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I love the idea of T1 going to a 60/6 rule.  Longer more thrilling games, less 4 turn wins.  We should do it, how do we get the idea momentum?
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Offline BubbleBoy

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Re: Dominants
« Reply #60 on: February 17, 2010, 04:57:18 PM »
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I'm just saying T1 is meant to be quick games in general, and T2 is meant to be longer games in general. I think it's best for them to be as different as possible.

In fact, when I think about it, dominants really aren't that big a deal to me in T1. They make the game faster. If I'm looking for a fast game, I typically go T1.
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Lamborghini_diablo

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Re: Dominants
« Reply #61 on: February 17, 2010, 04:59:18 PM »
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Thats the problem, people make T1 TOO fast. I don't want a 4 turn game. The 60/6 rule would still keep it faster than T2, but not nearly as fast as it currently is. If anything, the 6 ls rule is all that needs to be added.

Offline Master KChief

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Re: Dominants
« Reply #62 on: February 17, 2010, 05:09:07 PM »
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60/6 has been and always will be the perfect fix to type 1. lets get on the ball, cactus.
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Offline Professoralstad

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Re: Dominants
« Reply #63 on: February 17, 2010, 06:16:53 PM »
+1
60/6 has been and always will be the perfect fix to type 1. lets get on the ball, cactus.

I wouldn't say always. But certainly since the New Jerusalem dominant came into being.
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Offline Master KChief

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Re: Dominants
« Reply #64 on: February 17, 2010, 07:36:24 PM »
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well, it more than likely will be, since i sincerely doubt cactus will make another mistake like new jerusalem.
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Re: Dominants
« Reply #65 on: February 17, 2010, 08:11:10 PM »
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60/6 has been and always will be the perfect fix to type 1. lets get on the ball, cactus.

I believe that was already brought up and was shot down due to the potential increase in time-out games.

Offline Shofarblower

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Re: Dominants
« Reply #66 on: February 17, 2010, 09:18:34 PM »
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A couple of thoughts.

one) why 60/6? that messes up the whole deckbuilding rules for the entire game. I could see 57 or 63 minimum since they are already the precidented deck limit requirements (for the stage 2 deck). The 6 soul requirement is a good idea though.

two) I don't understand (and never did for that matter) why the NJ Dominant was another free soul. Biblicaly, New Jerusalem isn't a salvation event, based idea. NJ is the dwelling place of the already saved, and at that point in time all have already made the decision one way or the other. There isn't a "oh shoot, here comes the New Jerusalem dad told me about. Better get saved." loophole that I see in scripture. I just feel that we nitpick other card abilities to death about the biblical-ness of the ability. Why not this card?
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Offline Master KChief

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Re: Dominants
« Reply #67 on: February 17, 2010, 10:30:15 PM »
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new jerusalem should be a fortress. a super-goshen.
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Offline BubbleBoy

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Re: Dominants
« Reply #68 on: February 17, 2010, 10:39:02 PM »
+1
New Jerusalem should have been a Guardian of Your Souls.
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Offline Shofarblower

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Re: Dominants
« Reply #69 on: February 17, 2010, 11:17:26 PM »
+1
New Jerusalem should have been a Guardian of Your Souls.

AMEN to that!

New Jerusalem

Good Fortress

Place in your Land of Redemption.
Place all rescued souls here, Evil cards have no effect on cards in this fortress.

or
Protect all redeemed souls from Falling Away.

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Re: Dominants
« Reply #70 on: February 17, 2010, 11:25:33 PM »
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New Jerusalem should have been a Guardian of Your Souls.

AMEN to that!

New Jerusalem

Good Fortress

Place in your Land of Redemption.
Place all rescued souls here, Evil cards have no effect on cards in this fortress.

or
Protect all redeemed souls from Falling Away.



If that happens, then it will be the first card that has three different types (site/dom/fortress).  That would be interesting :P

Offline Shofarblower

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Re: Dominants
« Reply #71 on: February 18, 2010, 12:36:47 AM »
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It wouldn't happen because the fortress idea I had is already being used by GoYS. This is more of a "what should have been".
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Offline ChristianSoldier

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Re: Dominants
« Reply #72 on: February 18, 2010, 12:50:25 AM »
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I agree with Prof that a card like this would be well-balanced. And it should be made usable by every brigade so that decks will begin to put fewer dominants in their decks. There should also be a card that allows you to discard some of your cards to discard the same cards from your opponent(s). This would obviously be balanced because although your opponent(s) lose the cards, so do you. And keep in mind that discarding still allows for Angel at the Tomb (or Goods Recovered) use.

P.S. I think those who want to change T1 to 60/6 should be playing T2. That's what it was made for.

Yeah, I play t1 because I don't want to have to deal with AoCPx5 every game.

There are far worse things that 5 AoCP that you can face in T2,  especially when you build your T2 deck to be able to survive it.  I'd rather face AoCP than pre battle ignores or mass angel by the numbers (and my deck doesn't even have a proper protect fort)
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Offline lightningninja

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Re: Dominants
« Reply #73 on: February 18, 2010, 11:40:19 AM »
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The 60/6 rule would mean that you have to rescue 6 ls, correct?
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Re: Dominants
« Reply #74 on: February 18, 2010, 12:01:44 PM »
+1
The 60/6 rule would mean that you have to rescue 6 ls, correct?
I think that's right.

I actually would vote in favor of the 60/6 (or 63/6 or w/e) change. I gave up on ROOT mostly because of the fact that it was usually 4 turn games. I play card games for the fun and excitement of playing, not to be completely and utterly whooped in 20 minutes or less. The games that I have enjoyed the most are ones that have taken upwards of 30 minutes with epic battles on both sides and the victor pulling ahead by a smidgen.

 


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