Author Topic: REQUEST: What is too difficult to stop? What needs more counters?  (Read 13897 times)

Offline Master KChief

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #25 on: October 03, 2010, 06:30:00 PM »
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i agree. im all for a new starter set to help introduce new players into the game, but starter decks usually offer nothing but a handful of cards to the experienced players that keep this game alive. i would also like to see a new starter set alongside an expansion, despite costs.

edit: you could also do what most big ccg companies do by making themed starter decks that contain simple cards from the new set. cactus could do this as well as continue in cactus tradition by putting cards from previous sets into the theme decks as filler.
« Last Edit: October 03, 2010, 06:32:24 PM by Master KChief »
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Offline ChristianSoldier

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #26 on: October 03, 2010, 07:02:24 PM »
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I would say make a larger set every say other year or every 3 years, and make a stater set out of the cards in there, make some cards simpler and it could be a good way to make it easier for new players get in as well as a good time to do rule changes that aren't rushed but are important, it would keep an updated rulebook and still have a good set for experienced players.

I don't know how economically feasable this would be, but it does make sense to me, as an experienced player, because many experienced players would buy starter decks to get certain cards easier to get, but won't feel like they have to buy 5 starter decks for 1 or 2 cards for a T2 deck.
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Offline DDiceRC

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #27 on: October 03, 2010, 07:11:07 PM »
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Shhhh...I'm going to give you a dirty little secret of game production: the single most expensive items in producing a collectible game are (1) the rulebook and (2) the packaging. Even using cards that will be included in the boosters, those two items make a new starter set significantly more expensive to produce than a booster set.

There are two other downsides to a "cards from the boosters" scenario:

(1) If the few cards not available in the booster aren't very good, fewer starters will be sold. While a gameco wants to keep its players happy, it also wants to make a profit, so having enough new cards to get us (the existing player base) to buy starters as well as new players is a must.

(2) I find it frustrating to open booster packs and find lots of cards I already got in the starter set. This drives the collectibility factor up for the other cards in the set, but at the risk of putting off some of your player base.

I fully understand the release of one or the other each year. Until we have a player base that is buying a whole lot more than we are now, that will probably remain the paradigm.
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Offline lightningninja

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #28 on: October 03, 2010, 07:54:04 PM »
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Site decks are WAY too weak because unless you're using red or benedictus, you can't negate CP and so you're opponent can get access all day with The Ends of the Earth and Dragon Raid.

Golgotha is WAY too good, it single handedly stops ALL ignore... I don't think it's healthy for the meta to completely crush a strategy. Therefore, ignore decks are not near good enough.

CP is the reason Golgotha is too good, therefore ignore decks are too weak because of these two cards.

Thaddeus is way too good, therefore Disciples are a little OPed.
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Offline Master KChief

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #29 on: October 03, 2010, 08:24:41 PM »
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(1) If the few cards not available in the booster aren't very good, fewer starters will be sold. While a gameco wants to keep its players happy, it also wants to make a profit, so having enough new cards to get us (the existing player base) to buy starters as well as new players is a must.

no one said anything about having exclusive cards available in the starter, but that wouldnt be such a terrible option either (yugioh employs this practice, and as sometimes those exclusive cards are fairly powerful, this will drive experienced players to buy them). starter decks also arent tailored towards experienced players to begin with, so im pretty sure many card companies do not expect as many starter decks to be sold versus a full-blown expansion. you could also do starter decks the mixed way: fixed cards from the current expansion with filler from previous, as well as maybe 1/4th or more of the starter deck completely random, to give experienced players a little incentive to buying one.

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(2) I find it frustrating to open booster packs and find lots of cards I already got in the starter set.

then there is an easy solution: dont buy starter decks.

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This drives the collectibility factor up for the other cards in the set...

which is a VERY good thing for the secondary market, something this game desperately needs at this point. and at the stage the R&D team is at in knowing how to build a 'good' card worthy of ultra rare status, i put full faith in knowing we could have fairly sought after ultras fetching high prices in the secondary market instead of crap like ship to cyprus, pierced heart, siegeworks, morg, etc etc. proper ccg's are built on collectibility, rarity, and the secondary market. redemption has neglected that aspect for the past few years, and if it wasnt for its devoted players, this game would be dead right now because of it.

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but at the risk of putting off some of your player base.

i have never known 'collectibility' in a 'collectible card game' to put off some of a player base, when thats the very reason they're there for in the first place.


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Offline hi123

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #30 on: October 03, 2010, 09:23:43 PM »
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Well last time you posted this, most people said the Garden Tomb needed to be less powerful. You guys did good with that in the last set ; disciples. I was really impressed with some of the cool disciples and how they started hurting TGT.

What now needs to be stoped-

1) ~ Teal. Some might disagree. But, Zerubbables temple might be hard to stop. Maybe, make a site that says- Each turn, if an opponent has a card in territory that says protect (except GOYS.) , then you may discard one evil enhancement from hand or storehouse to negate that for this turn.)

Thats just an idea.

2) ~ Splash. ( COTH bands, FBTN, etc...) I dont think there needs to be alot more to stop this, but maybe something like the punisher LS. Then, we might see alot more single colored decks, with new combos that you find out using only one color.

What needs to be Stronger/What I would like to see more of-

1) O.T White Heros. ( Daniel heros. ) I was extremely excited when I saw the new Daniel promo! I loved it. But, it needs more enhancements. Scence there are Daniel heros that are in a different brigade, then maybe we should make something like ashdod, except for Daniel Heros. Maybe a Fort that says something like this-   Your Daniel heros may use any OT enhancement regardless of brigade.

2) Red ( I know I said earlier that FBTN needs to be weaker, but here is a good idea, to help see more red at tourneys!  ;)  ) .-  I think there should be a red warrior class hero, that says Prevent all special abilities on non warrior class evil charactars, and enhancements except banding.

3) Persians. - I have tried to make a good persian deck, and I like all of the Persian cards, and cards that helped persians in Disciples. But, maybe one or two more battle winners for persians? And, I think brown lacks a number of interrupts and negates.

4) Taunt Cards! I think the "Taunt" is a cool ability, and alot of players would like to see more of them!

5) Multi-Colored Heros.

6) I would also like to see more artifact destruction multicolored enhancements.

Those are my thoughts!  :)
« Last Edit: December 23, 2010, 03:43:33 PM by hi123 »
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Offline adotson85

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #31 on: October 04, 2010, 01:11:05 AM »
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Site decks are WAY too weak because unless you're using red or benedictus, you can't negate CP and so you're opponent can get access all day with The Ends of the Earth and Dragon Raid.


Actually The Ends of the Earth is fair game in battle and Dragon Raid is fair game at anytime since it is O.T.

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Type: Site • Brigade: Red • Ability: None • Class: None • Special Ability: Protect N.T. human Evil Characters in your territory from capture and discard abilities on opponents' cards. Protect N.T. Sites in your territory from opponents' cards. • Identifiers: Jew • Verse: Matthew 16:13 • Availability: Disciples booster packs
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Offline lightningninja

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #32 on: October 05, 2010, 03:02:59 AM »
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No, red is GREAT. Teal/Red, I expect, will be a very powerful offense. I'm not sure how many people will run it because Disciples will be the fun new thing, but with the new battle-winners and cbn cards... they're gonna be hard to stop.
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Offline Minister Polarius

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #33 on: October 05, 2010, 03:08:15 AM »
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Meh. Too reliant of FbtNB and Discard, not enough HT protection.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Master_Chi

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #34 on: October 05, 2010, 07:40:47 PM »
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FBTN needs more strat since there are very few good FBTN decks.

Brown needs more ITB/Negate/CBN. Seems like everything is negatable and/or ineffective.

Would like to see a fair amount of Taunt characters, just to add spice to the game when nobody is drawing Souls, but fit their respective brigades' theme (Gray capture, Crimson discard, etc.).
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Offline Professoralstad

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #35 on: October 06, 2010, 12:51:19 AM »
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Brown needs more ITB/Negate/CBN. Seems like everything is negatable and/or ineffective.

I hope you're not serious. Brown has two very good ItB battle winners (one of them CBP no less), plenty of negates (Foul Spirit, Shimei's Malicious Curse, Mask of Arrogance, Stiff-Necked) and it has two of the best CBN enhancements in the game (Haman's Plot, and Gibeonite Trickery) in addition to Gomer and the Kings of Judah with CBN abilities (assuming Gates of Jerusalem is out). What more do you want?

So far Herods seem to be the dominant defense from what I have seen in today's meta. But Brown still has the best characters of any evil brigade, and despite not having any NT characters worth using, it is still a force to be reckoned with.
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Offline BubbleBoy

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #36 on: October 06, 2010, 06:28:05 PM »
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this time it has to be I/J
it's time for new starter decks to come out.
Or theme decks!!!
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Offline Master KChief

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #37 on: October 06, 2010, 06:30:45 PM »
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expansion with starter-level theme decks.
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Offline RTSmaniac

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #38 on: October 06, 2010, 07:33:32 PM »
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counters to Disciple sites
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Offline Smokey

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #39 on: October 06, 2010, 10:06:57 PM »
+1
This thread was productive.

Offline BubbleBoy

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #40 on: October 06, 2010, 10:20:05 PM »
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This thread was productive.
Your face* is productive.

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Offline Smokey

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #41 on: October 06, 2010, 10:48:17 PM »
+1
This thread was productive.
Your face* is productive.

*Would mom be inappropriate?

My mom is more productive than this thread.

Offline The M

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #42 on: October 22, 2010, 02:10:32 PM »
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Santa,
For Christmas,
I want a Puppy,
A Kitty,
Something to combat Thaddeus,
Something that CBN kills all Judean Kings,
And a Silver card that actually helps silver.
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Offline Daniel TS RED

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #43 on: October 22, 2010, 02:44:29 PM »
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I think there needs to be more counters to set-aside white enhancements and more counters to searching discard and grab a....

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Offline adotson85

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #44 on: October 23, 2010, 04:36:18 AM »
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I think there needs to be more counters to set-aside white enhancements and more counters to searching discard and grab a....



Any interrupt will stop the white set-aside enhancements. The best way to stop people from getting cards out of discard is to remove them with cards like Burning of the Chaff, Forgotten History and Wonders Forgotten or just use Darius Decree.
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Offline The M

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #45 on: October 23, 2010, 08:48:52 AM »
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But all the white setasides only hurt evil characters, darius decree only hurts heroes
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Offline galadgawyn

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #46 on: November 09, 2010, 02:23:50 PM »
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Site lockout is too weak; there is no counter for Fishing Boat.  I don't care if certain strategies are very powerful if there are viable options to counter.  No counters for set-aside N.T. fortresses. 

Sites (with the red site) are too strong.  It is too difficult to get rid of CP.  You only have a couple choices is you want to ignore or affect their territory. 


Warrior_Monk

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #47 on: November 09, 2010, 02:39:29 PM »
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CP is too strong. Sites would be fine if CP didn't exist...

Offline Minister Polarius

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #48 on: November 09, 2010, 03:37:34 PM »
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CP is fine. It's strong, which is different from "too strong," and Benedictus makes short work of it.
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Warrior_Monk

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Re: REQUEST: What is too difficult to stop? What needs more counters?
« Reply #49 on: November 09, 2010, 03:44:26 PM »
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I don't want to splash in white just to get around CP.

 


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