Author Topic: A new idea about Ignore  (Read 6969 times)

Offline sepjazzwarrior

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A new idea about Ignore
« on: January 27, 2010, 06:37:01 PM »
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Today I had a thought I was wondering what the Redemption community would think about this new idea.  All of us have faced the rath of a Garden Tomb, Genisis, or purple ignor deck and have seen the un-fun playing that can result from ignorring before a character enters battle, or pre-ignor.  I was thinking that a way to possibily make the game more battle-oriented would be to change the defination of ignor just slightly so as that it would let characters that would be ignored enter battle, basically making ignor like immunity except you don't have to defeat the character by the numbers.  Repell and "cannot enter battle" would go back from meaning pretty much ignor to meaning what they sound like: repell sending a character back to territory and "cannot enter battle" meaning the character can't enter battle, but if it is already in battle then it is uneffected by the card.  These changes would only slightly de-power existing stratigies because, although an evil character can now enter battle while ignored, he still has to somehow defeat the character in battle while ignored.  This way the next set of cards won't have to be made to help combat pre-ignor, people won't have to build decks in fear of Garden Tomb, and pre-ignor can still be an effective tool.  I'm not calling for any rules to be changed, I would just like to pose this idea to the Redemption community and see what you think. Thank you and Godbless.
« Last Edit: January 29, 2010, 05:04:22 PM by ReyZen »

Offline Minister Polarius

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Re: A new idea about Ignor
« Reply #1 on: January 27, 2010, 07:55:14 PM »
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I'm all for it, but I doubt the PTB would be.
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Offline Crashfach2002

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Re: A new idea about Ignor
« Reply #2 on: January 27, 2010, 08:37:50 PM »
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If you did that, it would make people who use TGT actually have cards to back it up instead of just "splashing" it in their deck.  I think splashing TGT means that you are not willing to figure what would REALLY make your deck better!  I like the idea!

Offline Prof Underwood

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Re: A new idea about Ignor
« Reply #3 on: January 28, 2010, 02:58:18 AM »
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I like this idea of course.  But I also think it will never happen.

Offline SirNobody

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Re: A new idea about Ignor
« Reply #4 on: January 28, 2010, 05:41:35 AM »
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Hey,

I have considered this sort of idea a couple times in the last couple years.  There are two main problems with it:

(1) it would be a HUGE change.  The change would go against 10+ years of precedent and significantly change the way ignore functions and is used.  That's not something we're inherently not willing to do, but the bigger the change the more justification is needed to make it happen, and I don't think there's enough justification for this.

and

(2) it would completely kill the pre-block ignore strategy.  While I empathize with the dislike of pre-block ignore and I struggle to find ways to beat The Garden Tomb like everyone does, eliminating a strategy from the game is never a good thing.  More strategies always makes the game more varied and thus more interesting.  The flip side being that fewer strategies makes the game less interesting.

Tschow,

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Lamborghini_diablo

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Re: A new idea about Ignor
« Reply #5 on: January 28, 2010, 08:40:08 AM »
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If we were to change how ignores work, I'd only do this one change:

You can put characters who are being ignored into battle straight from your hand. Guys in territory are still stuck, but being able to block from hand would be very nice. They would still be ignored the instant they enter battle, but they would at least be allowed to enter. This would make ignore still be powerful, but give it SOME sort of potential backfire for being so strong.

Offline sepjazzwarrior

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Re: A new idea about Ignor
« Reply #6 on: January 28, 2010, 08:55:12 AM »
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pre-ignor wouldn't be eliminated as a strategy because the EC still has to somehow would still beat the hero in battle.n  If you can play the ignor before the EC enters then they never have a chance to play a kill card aganst you or be immune to you or anything like that.  It would be just like playing any other kill card before battle, except it doesn't necessarly have to target a specific character, but could target a varity of characters (ignor a birgade, ignor human/demon, ignor a class).  Think about how many battle-winners would would work while you are ignored in battle?  You either have to negate the ignor or play something like death of unrightious to win.  It would still be a powerful strategy, you would just have to have more in a deck other than The Garden Tomb.

Offline BubbleBoy

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Re: A new idea about Ignor
« Reply #7 on: January 28, 2010, 08:59:55 AM »
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(1) it would be a HUGE change.  The change would go against 10+ years of precedent and significantly change the way ignore functions and is used.
This is something that won't get any better over time...just sayin'.

(2) it would completely kill the pre-block ignore strategy.
It certainly would not eliminate the strategy! It would simply make it require at least as many cards as other strategies, which IMO is an infinitely good benefit for the game, and vastly outweighs the evils.

I...love...this idea. I say we can at least do a playtesting and/or a trial for this, like we did for the 2P D3 and other rules.
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Ironica

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Re: A new idea about Ignor
« Reply #8 on: January 28, 2010, 09:28:36 AM »
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All of us have faced the wrath of a Garden Tomb,

I feel sometimes that I'm alone in the fact that when I faced a GT deck, I had no problems with being ignored (because I never was).  Even the person who I was against said that I had no problems dealing with him (I only lost due to not getting the enhancements I need (like in most games :P)).

Lamborghini_diablo

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Re: A new idea about Ignor
« Reply #9 on: January 28, 2010, 09:32:55 AM »
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I still believe that Ignores should work as I described anyway. Every card defaults to in play, but your hand is not in play... why are Ignores given the exception of being able to target characters that are in your hand?

This would be the easiest change to make that would balance out ignore IMO. Just say ignores cannot target characters in hand unless specified.

Offline Korunks

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Re: A new idea about Ignor
« Reply #10 on: January 28, 2010, 09:41:22 AM »
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I'll never understand how there can be so much noise about changing rules to solve a perceived game problem( hand limit fiasco), then endorse an idea to use game rules to "solve" a perceived game problem( this one ).  As far as this idea goes, I think it would drop ignore off the map.  Many people I know use ignore solely for the fact that they cannot be blocked at all.  Making it so Deck Discard, FBTN, or any other defense gets a chance to do things against an ignore offense would kill that advantage.  Whether or not less people playing ignore is considered good is your opinion.  I like things as they are.  Just my  :2cents:
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Offline BubbleBoy

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Re: A new idea about Ignor
« Reply #11 on: January 28, 2010, 10:10:03 AM »
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This would be the easiest change to make that would balance out ignore IMO. Just say ignores cannot target characters in hand unless specified.
This would be my second choice, but I still think that making Ignore, Repel, and Cannot be Blocked abilities distinct from each other would be a good idea. Maybe that in addition to your idea...
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Offline Prof Underwood

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Re: A new idea about Ignor
« Reply #12 on: January 28, 2010, 10:12:09 AM »
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it would completely kill the pre-block ignore strategy...eliminating a strategy from the game is never a good thing
I'd be glad to see it die.  And having an available strategy that makes the playing experience less fun, is NOT a good thing for a game to have.  Is that my opinion?  Sure, but I'm not anywhere near alone in it.

Every card defaults to in play, but your hand is not in play... why are Ignores given the exception of being able to target characters that are in your hand?
I also like this idea.  It resolves an inconsistency, hurts "pre-block" ignore, but still leaves it playable as you can still use it to keep those nasty ECs in your opponents territory (that have horses WC EEs on them) from blocking you :)

Offline TheKarazyvicePresidentRR

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Re: A new idea about Ignor
« Reply #13 on: January 28, 2010, 10:46:50 AM »
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I agree with lambo.
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Offline Minister Polarius

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Re: A new idea about Ignor
« Reply #14 on: January 28, 2010, 02:25:14 PM »
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I wouldn't mind in the least if nobody used Ignore as it works now. Epic battle phases are the best part about the game, and PBI just removes any chance of it. In addition, the problem with BPI is that it takes far fewer cards than all other viable strategies to work:

TGT+TGT Hero, then you have a whole other offense
Jacob+RTC, then you have a whole other offense
Elishana+Gathering+Melchizedek+Peace Treaty, then you have ten more offensive cards
Cheribum+ET+Peace Treaty and Spiritual Warfare, then you have a whole other offense
Jeremiah+HT+Spiritual Warfare and Burning Incense, then you have a whole other offense

The imbalance is that the most powerful offense is also the one that requires the least to work.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline BubbleBoy

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Re: A new idea about Ignor
« Reply #15 on: January 28, 2010, 02:29:40 PM »
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You forgot Maharai + Claudia + ET + No Need for Spices, Scarlet Line, and all those others. That's my favorite (to use), and it goes perfectly with speed.
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Ironica

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Re: A new idea about Ignor
« Reply #16 on: January 28, 2010, 03:14:03 PM »
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Besides pre-block ignores, ignores in general is actually somewhat risky, considering that it gives your opponent infinite inish that they can use to destroy your territory then interupt the ignore and get rid of you.  Also, maybe if people play with Priestly Breastplate more often, then they can stop all non-cbn ignores.

However, if it must be changed, then I'm also with Lambo idea of playing from hand.

Lamborghini_diablo

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Re: A new idea about Ignor
« Reply #17 on: January 28, 2010, 03:35:32 PM »
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^ adding on to what you said, if you could block from hand, then ignores become a serious double edged sword. If they have no ECs in hand or no way to negate the ignore, then they cant stop you. HOWEVER... if they have say, a pg character and confusion... look out below!

That'd be a fun balance of risk and reward. Will you win the battle... or will you give them infinate iniative to mess with you? I know I'd think twice before playing a preblock ignore in this case.

Offline SirNobody

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Re: A new idea about Ignor
« Reply #18 on: January 28, 2010, 08:33:53 PM »
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Hey,

it would completely kill the pre-block ignore strategy...eliminating a strategy from the game is never a good thing
I'd be glad to see it die.  And having an available strategy that makes the playing experience less fun, is NOT a good thing for a game to have.  Is that my opinion?  Sure, but I'm not anywhere near alone in it.

Does that mean that you wish we would have killed Choose the Blocker back in 2004 too?

Jacob+RTC, then you have a whole other offense
Elishana+Gathering+Melchizedek+Peace Treaty, then you have ten more offensive cards
Cheribum+ET+Peace Treaty and Spiritual Warfare, then you have a whole other offense
Jeremiah+HT+Spiritual Warfare and Burning Incense, then you have a whole other offense

I assume that anyone that is seriously concerned about these combos is playing with Darius' Decree.  Not that Darius' Decree is single-handedly the answer to all of them (and of course TGT isn't on that list at all) but Darius' Decree is a huge step in the right direction.

Tschow,

Tim "Sir Nobody" Maly

Offline Sean

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Re: A new idea about Ignor
« Reply #19 on: January 28, 2010, 09:12:15 PM »
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Ignore is not the problem, the problem is pre-block.
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Offline redemptioncousin

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Re: A new idea about Ignor
« Reply #20 on: January 28, 2010, 11:19:26 PM »
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You forgot Maharai + Claudia + ET + No Need for Spices, Scarlet Line, and all those others. That's my favorite (to use), and it goes perfectly with speed.

No Need for Spices doesn't work with this...
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Offline Bryon

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Re: A new idea about Ignor
« Reply #21 on: January 29, 2010, 12:35:21 AM »
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Right.  After Reuben's Torn Clothes, we decided that "ignore any evil brigade" will be followed with a restriction.  Usually "in battle."

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Re: A new idea about Ignor
« Reply #22 on: January 29, 2010, 12:49:06 AM »
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See, the wording on No Need for Spices only further strengthens my argument I think...

If you specify in battle only, you can still add characters in from hand or territory right? Why does RTC stop ECs from entering battle from hand then, when all cards that don't specify locations default to in play? My hand is not in play, why are those ECs being targeted?

Offline Bryon

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Re: A new idea about Ignor
« Reply #23 on: January 29, 2010, 03:38:09 AM »
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Ignore does not only target the EC.  It also targets the hero, similar to how immune and protect target the hero.  Hero ignores females means a few things, kinda like this (this is very rough): "Hero can't be blocked by females.  Hero is immune to females.  Females are immune to the hero, but will lose the battle."  Notice the first sentence is a "cannot be" ability, which is a protect ability.  In rough terms, it is like "Hero is protected from being blocked by females."  This ability targets the Hero, not the EC.  Therefore, the EC need not be in play.  Only the hero need be in play for the ignore ability to work.



about NNFS:  NNFS says "ignore an evil brigade in battle."  That means you select a brigade in battle, and then ignore it.

No Need for Spices can't work as a pre-block ignore, since there are no evil brigades in battle to choose from.

Get it?

Offline BubbleBoy

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Re: A new idea about Ignor
« Reply #24 on: January 29, 2010, 08:23:03 AM »
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Ah, I forgot the "in battle" part...and also won a game or two that I probably shouldn't have. :P

However, Scarlet Line still works for that combo, correct?
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