Cactus Game Design Message Boards

Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Strategies and Combos => Topic started by: Bryon on December 08, 2009, 05:36:43 PM

Title: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on December 08, 2009, 05:36:43 PM
The next set is in development.  Now is the time to voice concerns about cards that are tough to beat with the available card pool.  In my opinion, nothing is broken in Redemption right now.  But there are some powerful cards and combos, to be sure.

In your opinion, what needs more counters?

Already on the list are some powerful counters to pre-block ignore.  Is there anything else that needs addressing?  Speak now, or hold your peace until this time next year.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Prof Underwood on December 08, 2009, 05:41:36 PM
Already on the list are some powerful counters to pre-block ignore. 
You just made my day :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on December 08, 2009, 05:48:50 PM
1 ban nj 2 add more judges 3 be happy.btw is the 2nd guy d3 in permanatly?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: jtay on December 08, 2009, 05:49:10 PM
I don't know how much my vote counts, but I've got a couple things I'd like to say.


Theme decks-- in general decks that follow a theme are very difficult to stop, since they've got all their own protect forts and "cannot be stopped if you're playing with this theme" cards.  I would love to see cards that encourage theme-less decks.

Harvest time-- I can't think of an existing way to stop this card.  I'd love to see a JTower reprint with a protect ability rather than a prevent.

That's my 0.2 cents.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Cameron the Conqueror on December 08, 2009, 06:22:05 PM
We need a card that redirects a green ehn that removes itself from the game to the discard pile.  Make it "may be used twice per game" to prevent long turns.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Spud on December 08, 2009, 06:34:15 PM
Definitely a card that negates "protect" abilities.  They are a huge pain at the moment... :-\
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Arch Angel on December 08, 2009, 06:42:53 PM
A way to get around Cannot Be Negated. I'd like to see more use of Regardless and Instead.

Also, a card similar to Hezekiah's Signet ring that's a protect, not a prevent.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: STAMP on December 08, 2009, 06:50:05 PM
Counters that will result in removing the current list of errata.


But the more important issue is...


<==== THIS!....and

______________ THIS ______________
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|        |         |         |         |          |
v        v         v         v         v          v
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Sean on December 08, 2009, 07:07:20 PM
Pre-block ignore is definitely the biggest bug-a-boo.  Glad to hear there are ideas to help curtail it.

1) Play next is also something that I wish was not made so prevalent.  I feel like numbers on characters doesn't even matter anymore.  The only evil brigades that don't have "something Horses" are brown and orange.  Please do not make anymore play next stuff that make the initial check for initiative in battle a moot point.  I still consider I Am Love the best and most balanced "play next" card because it allowed for a strong play but also left the door open for strong blocks.  Play next pretty much rules Type 2.  If you don't have a play next something or other you may as well not attack or not block, that is just sad.  I realize there are a few strategies that don't use play next but the most prevalent ones and the strongest ones definitely do.

2) Better/more ways to target Artifacts.  Face down Artifacts can only be targeted by 2 or 3 cards.  

3) There are cards that protect characters from discard, conversion, capture, and removal from the game during battle but there are none that protect from shuffle or return to hand/territory.

4) Fortresses seem to be running a muck still.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: DDiceRC on December 08, 2009, 07:53:00 PM
More fortress killers/negaters
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 08, 2009, 08:10:50 PM
fortress killers. especially for evil. they're pretty much artifacts on steroids.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on December 08, 2009, 08:57:29 PM
Pre-block ignore is definitely the worst, so it's a good thing that's being taken care of.

I think Hidden Treasures has to be the most annoying card in the game, especially if your opponent draws it early. Something that prevents, protects from, or undoes deck/hand discard would be nice.

Dominants in general need to lose some potency, in any way possible.

People complain about fortresses a lot, but if we could get rid of evil protect fortresses, we would need to be able to get rid of AoCP and other territory decimaters as well.

Pharisees are way too powerful. ::)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: christiangamer25 on December 08, 2009, 08:59:22 PM
I think Hidden Treasures has to be the most annoying card in the game, especially if your opponent draws it early. Something that prevents, protects from, or undoes deck/hand discard would be nice.


umm darius decree which lampstand can guard and jerusalem tower i mean seriously ht is not that bad wow.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: christiangamer25 on December 08, 2009, 09:00:24 PM
land dispute kills evil forts huh what oh noes wow
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on December 08, 2009, 09:03:59 PM
Quote
umm darius decree which lampstand can guard and jerusalem tower i mean seriously ht is not that bad wow.
Neither of those work.

Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: christiangamer25 on December 08, 2009, 09:05:01 PM
bull get on fb josh now
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on December 08, 2009, 09:08:48 PM
Oh you didn't mean Harvest time XD
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: christiangamer25 on December 08, 2009, 09:16:13 PM
lol correct goofball hidden treasures was specifically mentioned in the quote i copied dude
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: lightningninja on December 08, 2009, 09:27:13 PM
ANB seems to be way overpowered... maybe if you remove the "remove this card from the game" ability it would be more balanced?

Pre-Block ignore? Or do you mean Garden Tomb? Because yes, we need a LOT more artifact killers in my opinion. Maybe one that targets set aside fortresses? The two decks I most hate, because they have no fear, are Chamber of Angels and Gates of Hell decks. Please stop them. :prayer:

Cards that stop lampstand... making about 4 cards in your deck useless seems to go against the Redemption theme. I mean did we ever establish that fa and burial and destruction were overpowered? I mean if anything let's protect against GOOD doms, those are the powerful/broken ones.

Thanks for listening to us Bryon and taking our suggestions.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 08, 2009, 10:11:50 PM
land dispute kills evil forts huh what oh noes wow

not a guaranteed hit, and usually never does since almost everyone uses at least one site.

Cards that stop lampstand... making about 4 cards in your deck useless seems to go against the Redemption theme. I mean did we ever establish that fa and burial and destruction were overpowered? I mean if anything let's protect against GOOD doms, those are the powerful/broken ones.

all of the old-skool dominants are broken. but yes, we need more ways to stop lampstand.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on December 08, 2009, 10:15:38 PM
A way to get around Cannot Be Negated.


I already made one, remember:

(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F8590%2Fiamcompassinxp3.jpg&hash=48ebe04b6e5e3c4aa6b954d342b1d3fe50d31037)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on December 08, 2009, 10:36:24 PM
ANB seems to be way overpowered... maybe if you remove the "remove this card from the game" ability it would be more balanced?
why would that make ANB less overpowered?

Primary problems: fortresses. honestly, an early Gabe will take out any killer you have in your deck.
play first. Wasting Disease is not good enough.

PLEASE NO MORE REGARDLESS!!!
Theme decks-- in general decks that follow a theme are very difficult to stop, since they've got all their own protect forts and "cannot be stopped if you're playing with this theme" cards.  I would love to see cards that encourage theme-less decks.
I find this ironic since you used to be one of the only people who played theme decks before priests, if I remember right. maybe it wasn't you...
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: DaClock on December 08, 2009, 10:39:58 PM
I haven't played Redemption since last nationals so take my opinions with a grain of salt.

Right now I like the direction that the game is going. Instead of having one dominant strategy (FBN) we have lots of viable options. I would like to see some of the less dominant strategies (Judges, Deacons, etc) strengthened in interesting ways to further diversify the game.

I agree that Pre-Block ignore is annoying, but please be careful that its counters don't all come in the form of Mass-Effect like Destructive Sin. That card is really powerful and I'm not a huge fan of lots of power-cards running around.

I'm a big fan of cost/effect cards. Seeing more of these focused on segregating strategies on offense and defense would improve the game in my opinion. I especially like cards such as Assyria Conquers Israel, where you get a large benefit by having lots of similar characters in play.

T2-Specific
I feel like there are a lot of cards that are focused on T1, which makes sense. However, I would like to see some cards that would specifically benefit T2 decks. I'm not exactly sure how to engineer them, but something dealing with multiples of the same sites/generic characters/deck size that wouldn't be particularly useful in T1 but could be cool for T2.

Territory Class
This new class of cards is pretty cool but I feel like they could be abused if they become too powerful. I would like to see these carefully constructed, like they were in TXP so that they aren't extremely versatile cards. The main reason for my concern here is that territory class is a more solitaire-like play, which seems to be something that the PTB don't want to encourage.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: SirNobody on December 08, 2009, 10:44:01 PM
Hey,

I think we need better ways to get rid of fortresses.  In some cases that means more reliable (Land Dispute is a nice way to get rid of a fortress but I can't rely on it because if they have a site out, it doesn't get rid of a fortress at all).  In some cases that means more versatile/flexible (Romans Destroy Jerusalem is very effective at killing fortresses but it only works when using Roman evil characters and only works if I don't mind killing my own fortresses, which means despite it's effectiveness it's not very useful).  And in all cases it means being able to target out of play fortresses (The only card in the game that can currently touch The Gates of Hell, Chamber of Angels, or Tartaros is A New Beginning.  It is currently impossible to discard any of those fortresses - other than gates of hell discarding itself.).

I don't think we need too much more to counter pre-block ignore, but I would like to see Evil Characters in my territory become a little harder to eliminate (which would in effect weaken TGT, the one pre-block ignore card that I think is still unbalanced).

Tschow,

Tim "Sir Nobody" Maly
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Prof Underwood on December 09, 2009, 12:26:47 AM
Besides having more ways to stop pre-block ignore (ie. characters like Esther and Judas Iscariot who have special abilities that are active in the territory....something like this character cannot be ignored....or while this character is in play, no one in x civilization can be ignored)

Other things that I do think still need further counters would include play next abilities and drawing abilities.  These are two things that you see in a huge percentage of decks, and the current counters just aren't being used.  Almost no one is going to take up an art spot with Rain Becomes Dust.  We need counters that can stop these things and yet also have another purpose so that people would be willing to play with them.

Next, I think that dominants are too hard to stop.  If they were more vulnerable, then perhaps people wouldn't put 10 in their decks all the time anymore.  LotS is a great way to shut down many of the evil one's, but there isn't really an alternative on the other side.  Altar of Ahaz doesn't see play because it is too hard to be used effectively.  Perhaps more cards like that Babylonian enhancement that kills an art in play or dominant in deck?

Lastly, I think that capture protection is too hard to stop.  There are several covenants or artifacts that make capture impossible.  There are tons of characters who are protected from capture.  And there is an entire deck (Z-temple priests) that makes capture useless.  It is to the point that I basically consider all capture enhancements a waste of deck space.  I think that there should be more ways to disrupt this protection to make civs like the Syrians have a chance.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Minister Polarius on December 09, 2009, 01:20:44 AM
1. Doms. They need to be stopped cold.
2. CBN on offense. Especially cards like Zeal that don't even need initiative.
3. For heaven's sake, pre-block everything. TGT, ET, Jacob are evil.
4. CBN on defense. The "end the battle" cards are fine, but no more Evil Spirit please.
5. Splash offenses still have not been punished nearly enough. Defensive ones have been emasculated.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on December 09, 2009, 01:33:52 AM
1. Doms. They need to be stopped cold.
2. CBN on offense. Especially cards like Zeal that don't even need initiative.
3. For heaven's sake, pre-block everything. TGT, ET, Jacob are evil.
4. CBN on defense. The "end the battle" cards are fine, but no more Evil Spirit please.
5. Splash offenses still have not been punished nearly enough. Defensive ones have been emasculated.

This.

pre-block, doms, forts, and CBN need to be turned down a notch.

Too much of the game has turned into trying to sidestep unstoppable plays. I want it to be where MOST cards in peoples decks have a chance to be stopped, as it makes the game a lot more interesting. I dislike when they RA, and I know that unless i use a CBN kill card, they will use zeal and kill me with no way for me to stop it.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on December 09, 2009, 01:45:23 AM
I just reread the list to be sure, and I counted a grand total of 0 cannot be negated battle winners.  A few "cannot be prevented"s and some non-battle-winner cannot be negated enhancements, but, like you two, I agree that battles are more fun when there is at least a potential for a little back and forth.

Keep the comments coming.  They are very helpful.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on December 09, 2009, 02:06:08 AM
I just reread the list to be sure, and I counted a grand total of 0 cannot be negated battle winners.  A few "cannot be prevented"s and some non-battle-winner cannot be negated enhancements, but, like you two, I agree that battles are more fun when there is at least a potential for a little back and forth.

Keep the comments coming.  They are very helpful.

Is there a chance I could double check that list for you, just to make sure you didn't miss any?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Perri on December 09, 2009, 03:19:28 AM
Quote
I just reread the list to be sure, and I counted a grand total of 0 cannot be negated battle winners.

I dunno..I'd count Evil Spirit, and under some circumstances I think A Child is Born, Romans Destroy Jerusalem, and some others that can't be negated except for a small exception.

And I'm pretty sure that Authority of Christ Promo, as well as Haman's Plot count as battle winners, unless you count protection fortresses, in which case, what's the point of them being Cannot be negated if you can't target anybody?

That aside, I agree with Dominants, it wasn't too bad when I first started playing and all me and friends had was SoG, Angel of the Lord, Christian Martyr, and Burial, but I feel like it's really getting crazy. I like the idea of Heroes VS. Evil Characters.

Uh, I guess that was more of a rant than a statement. Basically..

Protect Fortresses, Dominants, cards you can't get around unless you have that ONE hero or artifact that is otherwise worthless.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: sk on December 09, 2009, 03:39:42 AM
He was counting the cards on the playtesters' list for the next set, not the ones listed on this thread.

The only thing that I find really hard to counter is the pre-block/ignore stuff.  In my opinion, my ideal decks would have a civilization of offense and a civilization on defense, and giving players a way to shut down my entire defensive civilization (Jacob + RTC, or just Three Nails, for example) is very painful.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on December 09, 2009, 07:46:23 AM
Quote
I just reread the list to be sure, and I counted a grand total of 0 cannot be negated battle winners.

I dunno..I'd count Evil Spirit, and under some circumstances I think A Child is Born, Romans Destroy Jerusalem, and some others that can't be negated except for a small exception.

And I'm pretty sure that Authority of Christ Promo, as well as Haman's Plot count as battle winners, unless you count protection fortresses, in which case, what's the point of them being Cannot be negated if you can't target anybody?

He meant the NEW card list.  :P
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on December 09, 2009, 08:27:04 AM
I forgot to mention CBN stuff earlier, but apparently that has already been addressed.

I just want to say one more time, and hopefully some will agree with me: If we are able to get rid of evil protect fortresses too easily, we'd better be able to counter AoCP. In general, I'm not too fond of fortress discarders, because people typically only have two or three forts in a deck, and most of the time they are integrated into the player's strategy. I think any fortress discarders, especially of evil fortresses, should have lofty costs/conditions. Just my :2cents:
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on December 09, 2009, 10:34:01 AM
I forgot to mention CBN stuff earlier, but apparently that has already been addressed.

I just want to say one more time, and hopefully some will agree with me: If we are able to get rid of evil protect fortresses too easily, we'd better be able to counter AoCP. In general, I'm not too fond of fortress discarders, because people typically only have two or three forts in a deck, and most of the time they are integrated into the player's strategy. I think any fortress discarders, especially of evil fortresses, should have lofty costs/conditions. Just my :2cents:
there's always color guard.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: New Raven BR on December 09, 2009, 10:41:57 AM
1 ban nj
RED, don't be a noob
without NJ the game would last longer, and having nj in the game is a big +
i think the next set should be starters cause it's that time to release 2 new starter decks cause it's been so long since G/H and it's time to release I/J and introduce the new brigades and card types like territory, and such
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: 3-Liner And Bags Of Chips on December 09, 2009, 10:45:07 AM
1 ban nj
RED, don't be a noob
without NJ the game would last longer, and having nj in the game is a big +
i think the next set should be starters cause it's that time to release 2 new starter decks cause it's been so long since G/H and it's time to release I/J and introduce the new brigades and card types like territory, and such
I think they should expand on orange, red, musicians, and sadduce/pharacee (sp)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: New Raven BR on December 09, 2009, 10:47:12 AM
red yes orange no
sadducees: i couldn't agree more
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Professoralstad on December 09, 2009, 11:47:42 AM
I'd say the balance between Fortresses and their discarding is fine, with the possible exception of Gates of Hell. I agree with Bubbleboy that there was a big reason why Evil protect Forts came into existence, and that reason is AoCP. If there was something besides enhancements introduced that could discard Fortresses, especially with little to no cost, then we might be back where we were: ET+AoCP decimating defenses.

What I probably would be okay with is a way to temporarily get rid of a Fortress, say a character who can shuffle a fortress in play or set-aside area into owner's deck. That can upset a person's strategy temporarily, but at least they have a chance to set it up again.

Personally I think site-lock has become too easy. I think there should be ways to punish someone for playing with a lot of sites. I don't necessarily want to see the strategy go away, I just want to see more creativity than what I've seen.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 09, 2009, 11:52:59 AM
Personally I think site-lock has become too easy. I think there should be ways to punish someone for playing with a lot of sites. I don't necessarily want to see the strategy go away, I just want to see more creativity than what I've seen.

AMEN.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: STAMP on December 09, 2009, 11:55:25 AM
Personally I think site-lock has become too easy. I think there should be ways to punish someone for playing with a lot of sites. I don't necessarily want to see the strategy go away, I just want to see more creativity than what I've seen.

I have never had a problem with sites using my ANB deck.

...er, wait...crud...yeah, site-lock has become too easy.   ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on December 09, 2009, 12:00:30 PM
The thing about site lockout is that all it really does offensively is get rid of opponent's sites. There are a good number of other ways to get into sites. What I hate, however, is having to put tons of site access into every deck I make, or else I am doomed to fail against sites. And yet, I hardly ever run into site decks. I would rather site lockout was not a strategy at all so that we could have real battles again. Sitelock must die.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on December 09, 2009, 02:09:08 PM
1 ban nj
RED, don't be a noob
without NJ the game would last longer, and having nj in the game is a big +
i think the next set should be starters cause it's that time to release 2 new starter decks cause it's been so long since G/H and it's time to release I/J and introduce the new brigades and card types like territory, and such
talk about me you quit over a loss to 2 time nat champ so quit bashing me andy.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: lightningninja on December 09, 2009, 02:18:46 PM
It CAN break the game? If it did break the game it would have in the last 10 years.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on December 09, 2009, 05:00:40 PM
What is too hard to stop?  Bickering.  :(
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on December 09, 2009, 05:04:27 PM
He meant the NEW card list.  :P
Right.  Sorry that wasn't clear.

On closer inspection, there are a few currently on the list that are similar to Overwhelmed by Philistines.  That is, they have cannot be negated status if opponent has a certain type of card in battle/play.  But cards like that rely on your OPPONENT to become cannot be negated, so they are not as powerful as the ones whose parameters you get to control.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on December 09, 2009, 05:47:04 PM
He meant the NEW card list.  :P
Right.  Sorry that wasn't clear.

On closer inspection, there are a few currently on the list that are similar to Overwhelmed by Philistines.  That is, they have cannot be negated status if opponent has a certain type of card in battle/play.  But cards like that rely on your OPPONENT to become cannot be negated, so they are not as powerful as the ones whose parameters you get to control.

I still think you should let me look through that list to ensure theres no straight up CBN battle winners...  ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on December 09, 2009, 05:48:43 PM
Lambo, talk to me at Nationals.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lawfuldog on December 09, 2009, 07:14:46 PM
In my opinion, nothing really needs more counters.

Now before you all start to blast me with "Oh-em-geez haz yoo seen pre-block ignore and CBNz?!" Yes, I have. I also haven't seen them used that often. In fact, the hardest thing to beat that I've seen is just a straight up FBN offense. People are so focused on counters and other stuff, that FBN just walks through.

The game, in my opinion, needs a new type of strategy. We have converts, straight discarding, removing, capturing, etc... Shuffling was introduced more recently, and I love that. We should just expand on varying strategies on how to win the battle. Set-asides make it interesting, you win the battle but they get their characters back, so it's not going to win you a game.

But, if there really needed to be another counter, make one for artifacts. A counter for a counter, I say.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 09, 2009, 07:21:05 PM
In fact, the hardest thing to beat that I've seen is just a straight up FBN offense. People are so focused on counters and other stuff, that FBN just walks through.

i can attest to this. :)

but this just proves how ridiculous the redemption meta has become. if you tech against ignore, then fbtn runs over you. if you tech against fbtn, then sites run over you. if you tech against sites...so on, so forth. its just RIDICULOUS how much teching is needed in todays meta just to try and sustain a competitive deck.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: STAMP on December 09, 2009, 07:35:23 PM
The game, in my opinion, needs a new type of strategy. We have converts, straight discarding, removing, capturing, etc... Shuffling was introduced more recently, and I love that. We should just expand on varying strategies on how to win the battle. Set-asides make it interesting, you win the battle but they get their characters back, so it's not going to win you a game.

That's why I suggested the hand and deck swapping.  We just got a TexP card that swaps heroes.  Swapping cards of different types in different locations is the next type of strategy in my opinion.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: redemptioncousin on December 09, 2009, 07:42:35 PM
but this just proves how ridiculous the redemption meta has become. if you tech against ignore, then fbtn runs over you. if you tech against fbtn, then sites run over you. if you tech against sites...so on, so forth. its just RIDICULOUS how much teching is needed in todays meta just to try and sustain a competitive deck.

But isn't that why Redemption is so great!!!  The person who wins Nats this year will be the one who can successfully tech against or get around the most things.

On a unrelated note,
The game, in my opinion, needs a new type of strategy. We have converts, straight discarding, removing, capturing, etc... Shuffling was introduced more recently, and I love that. We should just expand on varying strategies on how to win the battle. Set-asides make it interesting, you win the battle but they get their characters back, so it's not going to win you a game.
How about re-introducing a withdraw strategy.  Granted, it is very old, I also think there could be a lot of creativity to it.  Plus, it would give brown something to do since so many people are complaining about its randomness... I mean brown already has the most withdraw cards.  Just a thought.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lawfuldog on December 09, 2009, 08:01:55 PM
I like both the card swapping and the withdrawing ideas. They would make very interesting strategies and would add another cool aspect to the game.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Isildur on December 09, 2009, 08:10:02 PM
Quote
but this just proves how ridiculous the redemption meta has become. if you tech against ignore, then fbtn runs over you. if you tech against fbtn, then sites run over you. if you tech against sites...so on, so forth. its just RIDICULOUS how much teching is needed in todays meta just to try and sustain a competitive deck.
Some one has never played Magic or any other card game for that matter ::)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on December 09, 2009, 08:33:32 PM
I like both the card swapping and the withdrawing ideas. They would make very interesting strategies and would add another cool aspect to the game.
Reveal and card swapping would work. "Reveal the top card of opponent's draw pile. If it is not a dominant, add it to your hand. If it is a lost soul, add it to owner's territory."
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Perri on December 09, 2009, 09:49:37 PM
This isn't too terrible, but it kind of goes along with CBN battle winners. I realize there are protect fortresses, but let's say it blows up, and you lose 90% of your ECs, I think an evil chariots of fire or something like that would be interesting.

I guess for the way the subject is worded, getting unlucky and having no EC's needs a counter? Maybe I'm just terrible at drawing..
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on December 09, 2009, 10:07:34 PM
You know what would be a fun battle-winner type? Going off of STAMP's suggestion, there should be enhancements that allow you to swap an opponent's character with one of your characters of opposite alignment, perhaps temporarily. If used on a guy in battle, that would kick the EC out, like conversion does, right? And it would add interest to the game much like Stalks does, because each player would have a different character to play with. It would also be very fun in side battles (which I think there should be more of BTW).

I also think it would be kind of fun to put a bit of a luck factor into the game, huh? I wouldn't mind seeing more stuff like Angry Mob, except something more like, "flip a coin: if heads, capture a guy, if tails, capture three guys," or something kind of like that, you know?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 09, 2009, 10:59:17 PM
Quote
but this just proves how ridiculous the redemption meta has become. if you tech against ignore, then fbtn runs over you. if you tech against fbtn, then sites run over you. if you tech against sites...so on, so forth. its just RIDICULOUS how much teching is needed in todays meta just to try and sustain a competitive deck.
Some one has never played Magic or any other card game for that matter ::)

mtg has a sideboard. theres your tech right there, without having to sacrifice main deck space. brilliant.

...does redemption? no? oh. 'nuff said.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Shofarblower on December 09, 2009, 11:16:32 PM
I have been working on a deck recently that has at least 4 artifact removal enhancements, we have MiE in green, and several others. I think artifact removal is fine, just look through the brigades by ability, not going by title only. There are more cards out there that haven't seen much play that cards like Lampstand bring back IMHO. I feel that if there were cards to shuffle evil fortresses back into decks they should have secondary abilities to shuffle some of the EC's back too, maybe even some of the ones from the discard pile. Harvest Time can be delayed or even discarded with sites and Confusion.

Deck discard is really tough to stop.
Chamber of Angels is a bear, I haven't come up against a Gates deck so I have no experience there. (And no, I don't want to play you if you use one XD ).

Just my  :2cents:
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on December 10, 2009, 09:04:21 AM
Deck discard is really tough to stop.
really? just use Journey to Egypt. for the most part, you'll win. speed also works efficiantly. Deck discard is something I don't want to see go, it's one of the most fun and unused strategy, due to the easy ignorence.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Gabe on December 10, 2009, 09:12:22 AM
I don't think there's anything that's too hard to stop in the present card pool.  There are two things I'd like to see knocked down a notch with a few new versatile counters:

1) Dominants - there isn't anything short of Lampstand that makes me think twice about putting 10-11 Dominants in almost every deck.

2) Site lock has been getting great new tools for the past 3 sets (powerful SA Sites and Site stealers).  It's about time for the pendulum to swing back the other direction.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: acree3 on December 10, 2009, 09:20:19 AM
Site lock out is one of the few things that stops tgt. If you make it less powerful then I want to see some mager anti tgt cards.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Prof Underwood on December 10, 2009, 10:26:57 AM
but this just proves how ridiculous the redemption meta has become. if you tech against ignore, then fbtn runs over you. if you tech against fbtn, then sites run over you. if you tech against sites...so on, so forth.
This is something that I talked about a couple years ago I think.  The idea is that as the game expands, it creates more flexibility of deck types, and more necessary "counters" to be able to break through them.  At some point, it becomes impossible to include all the counters and still have room for a great deck.

When that happens, then people just have to choose which "counters" to include, and hope they don't run into a deck at a tournament that is based on the strategy that they chose to NOT counter.  In my opinion, T2 has been like this at top tournaments for the last couple years already, and T1 is getting close to being there now.  In a way, it is an expansion of the rock-paper-scissors mechanic that Redemption has built on.  Basically the winner at Nats is the player who builds a great "rock" deck, draws better than other great "rock" decks it runs into, and runs into the fewest "paper" decks.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lurch on December 10, 2009, 10:33:46 AM
I would like to see a card that discards a fortress in play.  A dominant would be nice:) but if you are too worried about people loading up their decks with dominants, then it could be an "use once per game" artifact.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 10, 2009, 10:36:41 AM
this game desperately needs a dominant fortress discarder. fortresses are just as powerful/more powerful than artifacts, yet can be spammed and active as much as desired.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Minister Polarius on December 10, 2009, 01:21:19 PM
If you can Dom Evil forts, you need to have a lot more anti-Play First.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on December 10, 2009, 01:45:20 PM
If you can Dom Evil forts, you need to have a lot more anti-Play First.

Why not have both in one?

Place this card in your territory to negate and discard any fortress in play. While this card remains, negate any abilities used by the holder that allow a hero to play an enhancement.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 10, 2009, 01:51:39 PM
blam. i like it.

you've had a lot of useful ideas lately lambo. you should be on their R&D team!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on December 10, 2009, 01:59:12 PM
I've wanted to be at least a playtester for a long time now.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 10, 2009, 02:08:09 PM
personally i think playtesters and R&D should be two seperate departments (because they are two seperate duties). but i guess its an all-encompassing term for redemption.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on December 10, 2009, 02:15:45 PM
That dominant is a very nice card idea.  

Another idea is to attack the uberpowered fortresses without making it too easy to discard the less powerful ones.

If you want to attack Garden Tomb, for example, simply make more ways to get ECs out of your deck.  Philistine Outpost was designed specifically to deal with Garden Tomb, and there are a few more cards on the current list that will also get ECs out of your deck.  They are also useful in the situations where a bad draw (no ECs) = a lost game.  Garden Tomb was designed to punish the WAAAAAAAAY too popular "stand-alone ECs are all I use for defense" defense.  TGT is a great card, and needs to be able to keep that effect for balance purposes.  Where the problems come are with cards like Holy Grail and Women as Snares, which were problematic even before The Garden Tomb came on the scene.  The protect forts are designed to protect against those, and I'd hate to make it too easy to get rid of those protect forts.  You can expect more characters with the ability to negate those protect forts for a battle phase, though.

If you want to attack Gates of Hell, there are ways to do so without a dominant.  You will see at least 3 in the next set.

I shy away from dominants, since many become deck staples and can limit creativity.

Maybe we need to make a fortress that lets you do something every time an opponent plays a dominant.  Hmmm...
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: soul seeker on December 10, 2009, 02:18:51 PM
or you guys can release a set of dominants (60 or more)...that way it is impossible to put them all in...there will be just too many.   :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Soundman2 on December 10, 2009, 02:25:05 PM
side-battle contours an art/hero to stop side battles

-Jonathan "I wanna fight your EC not my hero" Hanson
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on December 10, 2009, 02:27:22 PM
anti-dom artifact...

"Any player who uses a good dominant may not rescue any souls on their next turn."

just a random idea... doesnt make dominants useless, but makes you think twice about playing one.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Prof Underwood on December 10, 2009, 02:42:15 PM
Maybe we need to make a fortress that lets you do something every time an opponent plays a dominant.  Hmmm...
Something like A-bomb would be nice.  If opponent plays a dominant, you may discard 1 card from their territory or set-aside area.

Realistically, it would take something that powerful to convince players to back off on the number of dominants that they use in a deck.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on December 10, 2009, 03:43:58 PM
Well. I'm safe. I love the idea though, maybe even further.

"Place this card in a territory. The turn after a dom is played the holder may not draw cards during his draw phase."
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on December 10, 2009, 03:55:28 PM
I don't remember if I've said this before, but I think it would be a fun idea to have a card that let you discard a card from your hand/deck to discard the same card from opponent's hand/deck, or something to that effect.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Prof Underwood on December 10, 2009, 05:23:27 PM
I don't remember if I've said this before, but I think it would be a fun idea to have a card that let you discard a card from your hand/deck to discard the same card from opponent's hand/deck, or something to that effect.
This would be too easily broken.  I would build a 100 card deck and then discard 10 heroes from my deck to discard all 10 of the heroes from my opponent's deck.  Then they would sit there the rest of the game unable to make any rescues, and I would still have an entire offense left.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: lightningninja on December 10, 2009, 05:24:18 PM
I think he meant a one time thing, not a fortress that can do that every turn or something.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on December 10, 2009, 05:25:50 PM
Yeah, no, just like a one- or two-time use artifact or something like that.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: redemptioncousin on December 10, 2009, 06:00:10 PM

If you want to attack Gates of Hell, there are ways to do so without a dominant.  You will see at least 3 in the next set.


I'd just be careful with this.  Orange is a decent defense right now but ONLY because Gates of Hell and Wandering Spirit exist.  Taking away either of these instantly makes orange revert back to its terrible (only viable for T2) self, and honestly I think orange is the most creative thing in Redemption right now.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: adamfincher on December 10, 2009, 06:09:26 PM
Please read my post on the other request.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 10, 2009, 06:30:30 PM
there is nothing wrong with gates of hell, it is a perfectly balanced card, we do not need answers to it already. its about the only thing making orange worthwhile.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on December 10, 2009, 06:47:11 PM
We need more weapon-class enhancements for brigades that only have a couple (white and green seem to come to mind, but I'm sure there are others).
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 10, 2009, 06:52:33 PM
We need more weapon-class enhancements for brigades that only have a couple (white and green seem to come to mind, but I'm sure there are others).

orange? ;D

but i agree, we need more 'playable' wc enhancements.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on December 10, 2009, 08:08:26 PM

If you want to attack Gates of Hell, there are ways to do so without a dominant.  You will see at least 3 in the next set.


I'd just be careful with this.  Orange is a decent defense right now but ONLY because Gates of Hell and Wandering Spirit exist.  Taking away either of these instantly makes orange revert back to its terrible (only viable for T2) self, and honestly I think orange is the most creative thing in Redemption right now.
Oh, don't worry.  I really like Gates of Hell.  I'm looking at the three cards now:
1) a card that can discard evil card(s) from bottom of opponent's deck
2) a card that can negate GoH (and other cards) for one phase
3) a "if used by a ___" card that can discard GoH (or another evil card).  This will be the first card that can actually discard GoH, since GoH is set aside.  Before that, ANB was the only option.

The first card isn't really that powerful, and will likely be used for deck-shrinking.  If you know your opponent has that card, you can use GoH before your opponent uses that card. 
The second card will be used, but if you know your opponent has that card, you can just use GoH in a different phase.
The third card will be hard on GoH when it is played, but it can only be used by certain characters, and requires initiative.

We are very early in testing, so some of these cards might not remain as they are.  I do know for a fact that Chris Bany hates Gates of Hell, and wishes it would go away.  So, I'm guessing the three cards above probably won't get cut, if he has anything to say about it.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red Dragon Thorn on December 10, 2009, 08:12:31 PM
You wanna know why Chris hates Gates ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on December 10, 2009, 08:22:39 PM
We need more weapon-class enhancements for brigades that only have a couple (white and green seem to come to mind, but I'm sure there are others).
In my opinion, red and purple are the brigades that should have the vast majority of good weapons.  The evil weapons will be in every color but orange. 

Demons have their strengths - things they do well.

They also have their weaknesses - things they can't do.

For example, Damsel with Spirit of Divination was human, so she is the only orange card that can draw.  Otherwise, orange does not do that.  Going forward, we will continue with that trait.  If an orange demon wants a card, it pulls it out of some other place (bottom of deck, Tartaros, opponent's Storehouse, etc.). 

While it is possible that demons battle with swords, it is not mentioned in the Bible, to my knowledge (if I am wrong, please correct me).  So, orange will continue with other creative ways to play cards.  They'll gradually get more territory class enhancements, placed enhancements, enhancements that turn into evil characters, etc.  They will also get plenty more ways to interact with characters of other cultures and themes (magicians, etc.).
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on December 10, 2009, 08:26:22 PM
You wanna know why Chris hates Gates ;)
I know he hated it more after seeing what YOU did with it.  :)

But he hated it in playtesting.  He wanted a limit on how often you could use it per turn.  In general, I think that is wise.  However, I think that orange needed a wild, reckless card like that to help make them distinct.  Plus, I wanted to see players rip through their entire dek after they got what they needed.

Oh yeah.  I forgot to mention the card that will make THAT strategy a little more dangerous.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on December 10, 2009, 08:36:38 PM
In my opinion, red and purple are the brigades that should have the vast majority of good weapons. 

Are the themes the only way that brigades will be handled from now on? Green brigade, for instance, has some good WC characters, including David who is also a prophet. Eleazar-K would be more playable if we actually had green WC enhancements.

For a while there seemed to be an interest in making older cards useful again. Now it seems that would only apply if the characters are in the correct brigade color for their theme.

To me, the theme idea is limiting the possibilities for deck creation. Having a blue offense with any cards that are not Genesis would be detrimental to your deck, yet there are only so many possiblities. It seems that anyone who does use a blue offense has the exact same offense as everyone else who uses blue.

I think this will get boring before too long. In the golden ages, my blue offense could be completely different than anyone else's blue offense, and they both could be equally effective. In some ways I miss those days.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on December 10, 2009, 08:42:26 PM
yeah, i kinda liked how everything was scattered all over the place. ah, nostalgia. :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: lightningninja on December 10, 2009, 08:56:30 PM
In my opinion, red and purple are the brigades that should have the vast majority of good weapons. 
To me, the theme idea is limiting the possibilities for deck creation. Having a blue offense with any cards that are not Genesis would be detrimental to your deck, yet there are only so many possiblities. It seems that anyone who does use a blue offense has the exact same offense as everyone else who uses blue.

I think this will get boring before too long. In the golden ages, my blue offense could be completely different than anyone else's blue offense, and they both could be equally effective. In some ways I miss those days.
:amen: I've been thinking this for a long time now and I think I posted my concerns a while ago. I want to build a competitive green brigade deck that doesn't use prophets, a purple deck that doesn't use royalty, or a blue deck that doesn't use genesis. White, Purple, Red, and Silver have remained pretty nice in terms of variety (although purple is starting to go down the "only royalty" road). Thank you playtesters for that. Hence the reason 75%+ of my decks are one of those brigades, or combo decks. Defense has been decent but some brigades are really hard to not use themes, like gold (egyptians) and pale green (assyrians) and Philistines (although I must admit that with philistines you can approach them with different ways, site lock, banding, interrupts and negates, etc.), and I REALLY appreciate that. Hence the reason 80%+ of my decks this year have been Philistines.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on December 10, 2009, 09:10:10 PM
I also agree that brigades should have more than just one or two main themes, and everything else just gets pushed aside.

Not saying to stop developing themes, but make it so that themes arent the ONLY useable cards in each brigade.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Perri on December 10, 2009, 10:39:30 PM
I'm very cool with red and purple having the majority of the weapons, but I'd love to see replacements for some of the current ones. Eleazar's sword has SOME use now that philistines are played a lot, but both sling and David's sling are terrible. I'd also like mor ereason to use the david that can use any weapon class except silver. :D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 14, 2010, 02:45:06 PM
A quick tally of "Top things to stop" is below.  The number of "votes" follows each:

Fortresses: 9
Pre-block ignore: 9
Dominants: 7
Play next/play first/play pre-block: 5
Deck-hurt (discarding or removing cards from opponent's deck): 5
Artifacts: 4
CBN: 4
Site Lock: 4

Thank you all for your input.  I will be looking for ways to add some more stops to these things as we playtesters work through the list for the next set.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Professoralstad on January 14, 2010, 03:37:24 PM
To me, the theme idea is limiting the possibilities for deck creation. Having a blue offense with any cards that are not Genesis would be detrimental to your deck, yet there are only so many possiblities. It seems that anyone who does use a blue offense has the exact same offense as everyone else who uses blue.

I think this will get boring before too long. In the golden ages, my blue offense could be completely different than anyone else's blue offense, and they both could be equally effective. In some ways I miss those days.

I don't necessarily think themes are ruining creativity in and of themselves. I think what is needed is the themes to expand to a point where you can have many different offenses of the same theme. The problem I see with moving away from the themes at this point, is that we've set them up so well in the past few sets, that, for example, a red brigade OT prophet would likely not see very much use, unless he also helped bolster the warrior theme. However, the more playable green brigade prophets we make, the more people who want a prophets offense will have to decide which ones to use and which to not use, depending on their strategy and playing style. The same is true of all of the themes. That way, you could essentially have the "good old days" again, just that the two completely different green offenses are still prophet-based.

Also, since most of the brigades have more than one theme, the possibility of mixing themes within the brigade still exists. I've seen defenses that were Egyptian/Herod, Philistine/Greek/Sadducee, etc. As all of the themes continue to expand, it will be easier to have specific strategies within the themes that could be completely different from someone else's strategy using the same theme.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 14, 2010, 03:54:46 PM
I also agree that brigades should have more than just one or two main themes, and everything else just gets pushed aside.

Not saying to stop developing themes, but make it so that themes arent the ONLY useable cards in each brigade.
this forces them to print red prophets, like Professor mentioned above. or green genesis, or pale green egyptians.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 14, 2010, 04:11:27 PM
I think what is needed is the themes to expand to a point where you can have many different offenses of the same theme.
I agree with this vision. However, this goal will take quite a while to reach, especially if our sets countinue to be TxP-size or smaller. In the meantime, I propose we make some multi-colored (more importantly, multi-theme) heroes. An all-color David or Moses would be so fun. ;D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 14, 2010, 04:55:11 PM
I'd like more ways to convert ecs in territory, give heroless a break guys!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Alex_Olijar on January 14, 2010, 04:56:34 PM
I want more and easier protection for my ECs.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 14, 2010, 05:09:20 PM
I'd like more ways to convert ecs in territory, give heroless a break guys!

What he meant was: "Give us more ways to break heroless guys!"
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 14, 2010, 05:20:20 PM
Don't make me bring heroless back. (cuz I can)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Minister Polarius on January 14, 2010, 05:29:29 PM
The three most developed themes are Prophets, Egyptians, and Babylonians. All three of these themes have a certain amount of diversity in how they are played (especially Prophets). The more we develop each theme, the more diverse they get.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: 3-Liner And Bags Of Chips on January 14, 2010, 07:51:53 PM
The three most developed themes are Prophets, Egyptians, and Babylonians. All three of these themes have a certain amount of diversity in how they are played (especially Prophets). The more we develop each theme, the more diverse they get.

+1 on babylonians. They are so diverse. You can do RC with them or just straight up Babs...either way is fierce
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 14, 2010, 09:59:16 PM
That way, you could essentially have the "good old days" again, just that the two completely different green offenses are still prophet-based.

The pattern of the newer sets would say otherwise. You would need many more sets to accomplish this goal. TexP, for example, only introduced a couple characters from each brigade. I doubt very highly that we will see two completely different blue Genesis decks. If better green prophets are made, then everyone will use them and not the others. I don't see the "completely different" idea coming to fruition anytime soon.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 14, 2010, 10:27:08 PM
Well back in the day only the "best" heroes were used, well people who matter anyways ;).
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 14, 2010, 10:36:28 PM
Well back in the day only the "best" heroes were used, well people who matter anyways ;).

So everyone who used Red brigade (heroes, not the red Red Dragon) used the same heroes?  ;)

What I am seeing, especially for newer players, is a tendency to use what the newer sets are requiring.

If all your heroes are Genesis...
If you have another Babylonian...
If used by a prophet....

These enhancements are useless for people who don't follow the theme. However, there are not many new enhancements that don't do this. So players have little choice (if they want to have a chance at a tournament against you guys) except to follow the theme. Once locked into the theme, there are few options that are not obvious. A Genesis deck without Jacob to play first and Zebulun for pre-block ignore? Why?

As experienced out-of-the-box players, you guys will do it just to say you can. But new players need to follow the theme and use the staples. They have no choice, except to lose 5-0. Yay, fun tournament. Don't call me, I'll call you....

Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 14, 2010, 10:46:33 PM
Yeah, that is true. Though red actually has held its diversity since red has always used some WC heroes. The truth is we need more diverse character abilities, not necessarily BETTER, just more diverse. The themes would be increased if you had a hard choice to include Judge A which does good against X or Judge B which grabs Y or Judge C which rips itself in a half.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 14, 2010, 10:51:56 PM
The themes would be increased if you had a hard choice to include Judge A which does good against X or Judge B which grabs Y or Judge C which rips itself in a half.

That I can agree with, and I'm sure is what the Professor meant. I still think that we would either need many more sets or a few large sets to accomplish that goal.

Red Brigade WC Hand/Deck discarders
Genesis banding chain
Babylonian Lost Soul annhiliation
etc.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Ironica on January 14, 2010, 11:29:20 PM
The themes would be increased if you had a hard choice to include Judge A which does good against X or Judge B which grabs Y or Judge C which rips itself in a half.

That I can agree with, and I'm sure is what the Professor meant. I still think that we would either need many more sets or a few large sets to accomplish that goal.

Red Brigade WC Hand/Deck discarders
Genesis banding chain
Babylonian Lost Soul annhiliation
etc.

They could also give Egyptians some more site-lock card (since they have Building Egypt)

Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 14, 2010, 11:55:38 PM
The truth is we need more diverse character abilities
the truth is... I am Ironman.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 14, 2010, 11:56:49 PM
The themes would be increased if you had a hard choice to include Judge A which does good against X or Judge B which grabs Y or Judge C which rips itself in a half.

That I can agree with, and I'm sure is what the Professor meant. I still think that we would either need many more sets or a few large sets to accomplish that goal.

Red Brigade WC Hand/Deck discarders
Genesis banding chain
Babylonian Lost Soul annhiliation
etc.

They could also give Egyptians some more site-lock card (since they have Building Egypt)

I'm a bit weary on that, just for biblical reasons. Egyptians didn't keep much of a closed door policy.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 15, 2010, 03:08:55 AM
When we make new power cards, one way to balance them is to only let them work in a theme.  If we don't add a thematic element, then everyone splashes the card.

Look at a couple examples:
Zebulun vs. Uzzah

With Zebulun, care was taken to keep this guy in check.  His is a fantastic ability, but it ONLY works if you dedicate your offense to the theme.  It rewards you for building a pure Genesis heroes offence.  If you splash him into an old school blue mashup deck, he still draws a card, and if he's your only hero out at the time, he's still great.  Still, you won't see him in every deck, and for good reason.

With Uzzah, I am sorry that he was released as he was.  In retrospect, he should have had another requirement.  His ability is just too good.  Maybe "discard a Tabernacle artifact" or something.  As it was, EVERYONE uses artifacts, so a high percentage of decks use Uzzah.  If we'd stuck with the Tabernacle artifact requirement, he'd be in a lot fewer decks.  If you wanted to use his powerful ability, it should have required a more focused deck.

When we make great enhancements for green and blue, we have to be careful about cards like Benaiah and Ira, and Faithful Servant, and Seeker of the Lost, and the blue Ehud, and Hur, and some others.  Those characters were very popular.  Most decks had at least one of those characters prior to the shift toward themes.  Decks that use those heroes can still be very successful.  Nothing has really nerfed their power. 

If an enhancement is not super potent, it will likely be useable by anyone.  Some good enhancements will give an effect, or better effect if used by x.  And some will simply say, "If used by X, do Y."  If enhancements are made across a spectrum like this, then decks using old school characters can still use some new enhancements, but the players who use the likes of Agabus and Sarah and Deborah for thematic purposes can be rewarded as well.

Territory class enhancements will likely continue to have restrictions, since they have a great potential for abuse if we are not careful.  Not all of those restrictions will be based on theme, though.  Some will simply be restricted by duration of effect.  I'm looking at a blue TC enhancement on the list that is usable by any human hero except a priest (not much of a restriction).  Its main restriction is a three turn limit to its effect.  I am a little apprehensive about its use on the old top dogs, but the three turn limit eases my mind a bit.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 15, 2010, 03:21:31 AM
So everyone who used Red brigade (heroes, not the red Red Dragon) used the same heroes? 
When I started playing?  Pretty much.  Jael, Rahab, Abigail, Gad, and the rest of those no-SA heroes.  :)

Every set just gave you a few more heroes to replace the ones without special abilities.  Gradually, it grew to the point that cards like Rahab got dropped for Jephthah.  But Red decks still looked the same.  Actually, it was often two-brigade offenses around here, since each brigade didn't have enough good heroes to make a decent showing.

The brigades grow slowly, but options still exist.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Minister Polarius on January 15, 2010, 03:58:59 AM
I personally think the recent expansions did a lot to diversify Green Prophets. Right up front you have to decide between pure Green, Green/Teal, or Green/TGT. If you go pure Green, you typically have to decide between Jeremiah abuse, Habbakuk/IaP territory abuse, traditional balanced, or Micah/Two Bears abuse.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on January 15, 2010, 07:50:28 AM
i agree that themes are huge i wish they wern't nessary to win.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 15, 2010, 08:37:24 AM
I personally think the recent expansions did a lot to diversify Green Prophets.

Again, I do not disagree with this assessment. My concern was more within the brigade color itself. There are not many green brigade decks that are not prophets. If a new player learns the game and wants green, they will feel compelled to use prophets since all the green cards from FoOF, RoA and TexP are prophets.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Ironica on January 15, 2010, 08:42:12 AM
The themes would be increased if you had a hard choice to include Judge A which does good against X or Judge B which grabs Y or Judge C which rips itself in a half.

That I can agree with, and I'm sure is what the Professor meant. I still think that we would either need many more sets or a few large sets to accomplish that goal.

Red Brigade WC Hand/Deck discarders
Genesis banding chain
Babylonian Lost Soul annhiliation
etc.

They could also give Egyptians some more site-lock card (since they have Building Egypt)

I'm a bit weary on that, just for biblical reasons. Egyptians didn't keep much of a closed door policy.

Well...they did build the pyramids (which happens to be the symbol for sites ;))
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 15, 2010, 09:09:40 AM
You mean they BUILT (building) Egypt? ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: redemption101 on January 15, 2010, 09:11:45 AM
type 2 needs a fix

Auto block defenese are just to easy  using my pale green defense/splash brown (10 Cards)
I have 15 blocks that my opponate can't stop. The worst part is the 0/4 end battle cards have no downside.   On top of that its not a combo,  its choose our ec with low enough numbers to get initaitve and you win.   Then you add 2k horses out there its game over.  

I have not played a good site lock deck withthe current expansion but what i have seen even before priests was if this was played right you're in trouble.  People are complaining about this in type one where most decsk are 60-75% offense with only a small defense,   Now type 2 there are fulscale defenses so you can't just get by with 3 dr 3 eots.    

I was just looking at RTS,  Pale green can make 20 blocks that the other person can not do anything about.  Please keep in mind FBTN is not a problem with essau.  
5 0/4 end battles
5 Dou - this card is atleast 1 block if not 2
5 Possesd - Needs demon
5 Phineas/ELI  
IF thats not enough then
Essau Comes out with CNBN captures  

So theres a defense that requires 50 cards making 25 blocks and the other persons offesen can't touch it at all.  (only thing i see that stops any of this would be blessings cutting down the effective enhacements to 20 blocks)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: ACe on January 15, 2010, 09:29:23 AM
I would like to see more converting evil characters to heroes. Maybe a cannot be negated convert ability. Some orange battle winners would be nice also, or orange warrior class characters. 
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 15, 2010, 09:55:44 AM
type 2 needs a fix

Auto block defenese are just to easy  using my pale green defense/splash brown (10 Cards)
I have 15 blocks that my opponate can't stop. The worst part is the 0/4 end battle cards have no downside.   On top of that its not a combo,  its choose our ec with low enough numbers to get initaitve and you win.   Then you add 2k horses out there its game over.  

I have not played a good site lock deck withthe current expansion but what i have seen even before priests was if this was played right you're in trouble.  People are complaining about this in type one where most decsk are 60-75% offense with only a small defense,   Now type 2 there are fulscale defenses so you can't just get by with 3 dr 3 eots.    

I was just looking at RTS,  Pale green can make 20 blocks that the other person can not do anything about.  Please keep in mind FBTN is not a problem with essau.  
5 0/4 end battles
5 Dou - this card is atleast 1 block if not 2
5 Possesd - Needs demon
5 Phineas/ELI  
IF thats not enough then
Essau Comes out with CNBN captures  

So theres a defense that requires 50 cards making 25 blocks and the other persons offesen can't touch it at all.  (only thing i see that stops any of this would be blessings cutting down the effective enhacements to 20 blocks)
Phineas and Hophni can be interrupted. just sayin'
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: redemption101 on January 15, 2010, 10:21:44 AM
My point is that even in a single birgade you can pretty much shut out an offense for way to long.

My solution to that card problem was to put the new gomer into the deck with the brown battle ender.   

what i'm trying to show is these combo take only two cards (three if 2k horses is needed)  to pull of effectively and you can shut down any offesne.

Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: STAMP on January 15, 2010, 11:45:43 AM
I realize that as a T2 player, and someone who opposes rule changes, it's ironic that I believe a T2 deck building change may be in order soon.  The card base has risen to the point where it's plausible that a max of 3 of any card would be a good change.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Cameron the Conqueror on January 15, 2010, 11:52:57 AM
[jk]Moses is WAY to OP'd, we need more cards to stop people with more than 2 identifiers.[/jk]
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 15, 2010, 01:09:44 PM
I personally think the recent expansions did a lot to diversify Green Prophets. Right up front you have to decide between pure Green, Green/Teal, or Green/TGT. If you go pure Green, you typically have to decide between Jeremiah abuse, Habbakuk/IaP territory abuse, traditional balanced, or Micah/Two Bears abuse.
And in the next set, one of those subthemes gets more help, and a whole new green prophets subtheme debuts.

As Green gets bigger and expands, more prophets varieties will exist, while at the same time, you can still use Benaiah, Hur, Paladin, Faithful Servant, and the other old school greenies for good effect.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: 3-Liner And Bags Of Chips on January 15, 2010, 01:10:54 PM
SPOILER!!!!  :o ;D :o ;D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 15, 2010, 01:29:00 PM
I'd like to see a drop in max per card numbers from 5 to 4 in Type 2.  That would leave Type 2 decks exactly twice as "concentrated" as Type 1 decks.  Maybe Rob and the playtesters will consider it when the next rulebooks are up for print with the next starter decks (2011?).

For the time being, though, I would not expect a change.


Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Cameron the Conqueror on January 15, 2010, 01:29:56 PM
Please, please introduce new starters soon!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 15, 2010, 09:53:17 PM
i'd rather have booster packs back over starters anyday.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Shofarblower on January 17, 2010, 01:03:50 AM
i'd rather have booster packs back over starters anyday.

Amen to that!

Starters are good, but usually to weak. It seems that too many cards in starters are filler. I would like to see a return to traditional boosters. There are enough ways for newcomers to get the old cards out there now.

FooF tins 1
RoA tins 2
TexP Packs 3
Factory Set 4
Factory Set Delux 5
Online stores 6
Ebay 7
Trade 8
Buying Packs at your local Christian Bookstore 9
Storehouse 10

I like the idea of traditional seek and find collecting.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: 12tipton3 on January 18, 2010, 11:27:12 AM
I don't know if this has been said already, but I think we need one last dominant. a lamb one. also i would like to see ornage become a dominant stand alone defense. lastly, i would love this set to be a traditional set. i mean BOOSTER PACKS!!!!!!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 18, 2010, 01:16:21 PM
Uh, Orange is a dominant stand alone defense. It just isn't played often.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: JSB23 on January 19, 2010, 12:50:06 AM
Still TGT...
Fix the Chamber of Angels screw up so it's in play and can be targeted
Give red an interrupt and discard an EC card, several protected characters and two interrupt the battle and play next cards
and give green an interrupt and discard card  ::)

other than that you guys are doin' fine  :thumbup: 
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 19, 2010, 02:54:34 AM
we need more counters against the ninjas.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: egilkinc on January 19, 2010, 07:26:55 AM
hey,
I have been worried a bit worried lately about the high number of cards that allow or require some sort of deck shuffling. This includes search, discard, and shuffle abilities. Now, with Hidden Treasures + Philistine Outpost, I could be shuffling at least every turn. I believe this is making games unnecessarily longer. What if I were to do piles every time I shuffled instead of just rifling? Even in a type 1 game (and even without piles), I run a greater risk of timing out just because of this.
Tied along with this, I'm wondering if the drawing + this searching that have an end result of opening up a very large pool of cards to play with is good for the game. Is that what the hand limit was in response to? I would recommend that to continue countering this, there be fewer draw and search cards and that there be better/easier/more ways to stop these strategies than Rain Becomes Dust. I recognize the value that this drawing and searching brings to the game - more cards = more options = more fun - one aspect of Redemption that is fundamentally better than MTG is the drawing of 3 rather than 1. However, this openness that things like the Devastator deck, Bronze Laver + Gates of Hell, Gifts + Hur, the Genesis theme, and other strategies bring to the game might swing the pendulum too far.
Thanx for the consideration!
L8er,
Gil
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 19, 2010, 09:13:40 AM
they should make a territory class enhancement that negates a fortress and all draw abilities.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 19, 2010, 10:16:00 AM
Most of the fortresses were made for a reason, and I think few of them are overpowered besides TGT, which can be solved by cards besides fortress-killers. I don't know about you, but it's always annoying to me when my opponent bands to my characters. It's also very annoying when he kills my characters before I block with them. IMO, there are already enough - if not too many - ways to stop fortresses on the evil side: Spreading Mildew, Romans Destroy Jerusalem, King Hazael, Assyria Conquers Israel, Set Fire, A-bom, Battering Ram/Siegeworks, Besieged, and now Land Dispute (sometimes), Image of Jealousy, Destructive Sin, and Axe all in the last set. Most of these cards don't even need initiative to be used, especially with High Places now. Good has Samson's Sacrifice, Trumpet Blast, and Burning Censer also. I think those who are complaining about fortresses need to change their decks a little, because there are fortress discarders in every brigade.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 19, 2010, 12:22:39 PM
That is what I say to the people who whine about TGT, but they no listen ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Prof Underwood on January 19, 2010, 01:15:05 PM
That is what I say to the people who whine about TGT, but they no listen ;)
How many of that long list of fortress discarders can actually get rid of TGT without being played in battle?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: STAMP on January 19, 2010, 01:20:04 PM
Most of the fortresses were made for a reason, and I think few of them are overpowered besides TGT, which can be solved by cards besides fortress-killers. I don't know about you, but it's always annoying to me when my opponent bands to my characters. It's also very annoying when he kills my characters before I block with them. IMO, there are already enough - if not too many - ways to stop fortresses on the evil side: Spreading Mildew, Romans Destroy Jerusalem, King Hazael, Assyria Conquers Israel, Set Fire, A-bom, Battering Ram/Siegeworks, Besieged, and now Land Dispute (sometimes), Image of Jealousy, Destructive Sin, and Axe all in the last set. Most of these cards don't even need initiative to be used, especially with High Places now. Good has Samson's Sacrifice, Trumpet Blast, and Burning Censer also. I think those who are complaining about fortresses need to change their decks a little, because there are fortress discarders in every brigade.

Personally, I like Confusion...

That is what I say to the people who whine about TGT, but they no listen ;)
How many of that long list of fortress discarders can actually get rid of TGT without being played in battle?

...played in a side battle created using Hidden Treasures.   ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Professoralstad on January 19, 2010, 01:21:57 PM
That is what I say to the people who whine about TGT, but they no listen ;)
How many of that long list of fortress discarders can actually get rid of TGT without being played in battle?

Spreading Mildew (via High Places), Abom (via High Places and a forced draw), Land Dispute (sometimes), Image of Jealousy, Destructive Sin.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Prof Underwood on January 19, 2010, 01:44:10 PM
That is what I say to the people who whine about TGT, but they no listen ;)
How many of that long list of fortress discarders can actually get rid of TGT without being played in battle?
Spreading Mildew (via High Places), Abom (via High Places and a forced draw), Land Dispute (sometimes), Image of Jealousy, Destructive Sin.
So only 2 that aren't conditional.  That doesn't exactly seem to be dissuading everyone and their brother from still playing TGT.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 19, 2010, 01:49:52 PM
People just need slower offenses, it'd solve the problem.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 19, 2010, 02:35:17 PM
That is what I say to the people who whine about TGT, but they no listen ;)
How many of that long list of fortress discarders can actually get rid of TGT without being played in battle?
Spreading Mildew (via High Places), Abom (via High Places and a forced draw), Land Dispute (sometimes), Image of Jealousy, Destructive Sin.
So only 2 that aren't conditional.  That doesn't exactly seem to be dissuading everyone and their brother from still playing TGT.
If TGT is the only fortress that you think needs to be gotten rid of, then fortress discarders are not the answer. The correct response, which Cactus is working on, is to make single-brigade defenses stable and viable.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 19, 2010, 03:27:13 PM
People just need slower offenses, it'd solve the problem.
or faster offenses. either works. either let them walk in, but you rescue it all first, or don't get a soul and don't let them get one. until the end of course, once you've massacred their offense.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: RTSmaniac on January 19, 2010, 10:22:36 PM
Want a way to stop preblock ignore? Create a card that lets your evil attack the land of Redemption (plug)!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Ironica on January 19, 2010, 11:33:19 PM
Are people still complaining about TGT?

I think forts do not need any additional destroyers (Other than the set-aside forts).

The main thing that I believe needs help is, like other people have mentioned, having more diversity in a brigade.  I was showing one of my playgroup members the deck I made him (exodus offense (thought it would be interesting to have a pure Exodus offense) and crimson defense).  While explaining how all the cards work and the combos I put into the deck, he asked me if anyone uses a gold defense (I just showed him Miriam).  After thinking awhile, I realize that no one does.  It's not because I dislike gold defense so I never put them in any deck.  It's because, besides Egyptians (which I had in one of my main decks), gold, IMHO, doesn't have much to offer as a stand alone brigade (wouldn't mind some one proving me wrong).  I'm sure there's more that I can't think of right now (can't really say orange because to me, they are still too new to have great diversity in the brigade).

God Bless
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 19, 2010, 11:36:11 PM
Are people still complaining about TGT?

I think forts do not need any additional destroyers (Other than the set-aside forts).

The main thing that I believe needs help is, like other people have mentioned, having more diversity in a brigade.  I was showing one of my playgroup members the deck I made him (exodus offense (thought it would be interesting to have a pure Exodus offense) and crimson defense).  While explaining how all the cards work and the combos I put into the deck, he asked me if anyone uses a gold defense (I just showed him Miriam).  After thinking awhile, I realize that no one does.  It's not because I dislike gold defense so I never put them in any deck.  It's because, besides Egyptians (which I had in one of my main decks), gold, IMHO, doesn't have much to offer as a stand alone brigade (wouldn't mind some one proving me wrong).  I'm sure there's more that I can't think of right now (can't really say orange because to me, they are still too new to have great diversity in the brigade).

God Bless

Gold is begining to get a theme of hero withdrawing and Herods.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 19, 2010, 11:45:40 PM
Counters other than pre block ignore?...hmmm
I would say the game is pretty much balanced as far as power goes. Pre block anything needs a slight counter or more protect your EC's that are not fortresses. Maybe a multicolor site that has to do with civilizations that protect them? Also more ways of gaining access, maybe a set aside for one turn that gives certain types of heroes access, I don't know. Gold needs more on both sides, offense and defense, discarding/opponent drawing, and better battle winners. Evil gold needs better EC"s so it sees more play time in higher tournaments. Judges need a smaller boost as well. As for counters go though, I got off topic with what needed to be made not counters, O.T. needs to be countered. Everything is O.T. with a slight N.T. splash. Hurt O.T. a little and make Apostles/Deacons/Samaritans better. Gates of Hell auto block is too strong, imo and needs to have a balance to that fortress. But at the same time orange is now being played so don't hurt it too much. counter to every color but red. Just kidding but red needs more. Also I think musicians have potential but as of now, they ride the bench. So overall pump up musicians, N.T. red, and every aspect of good and evil gold. Please no more WC d2 play next. Counter to territory discarding as well. Counter to SoG/NJ, maybe a lost soul that protects all lost souls in play from it?...idk just off the top of my head. More cards like Heavy Taxes, discarding cards from deck or hand and winning a battle is the most fun thing ever. More cost cards and diversity in brigades. But even though I named a good bit I love where the game is going and think it is pretty well balanced overall. Great job overall.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 20, 2010, 02:33:36 AM
hey,
I have been worried a bit worried lately about the high number of cards that allow or require some sort of deck shuffling. This includes search, discard, and shuffle abilities. Now, with Hidden Treasures + Philistine Outpost, I could be shuffling at least every turn. I believe this is making games unnecessarily longer. What if I were to do piles every time I shuffled instead of just rifling? Even in a type 1 game (and even without piles), I run a greater risk of timing out just because of this.
Tied along with this, I'm wondering if the drawing + this searching that have an end result of opening up a very large pool of cards to play with is good for the game. Is that what the hand limit was in response to? I would recommend that to continue countering this, there be fewer draw and search cards and that there be better/easier/more ways to stop these strategies than Rain Becomes Dust. I recognize the value that this drawing and searching brings to the game - more cards = more options = more fun - one aspect of Redemption that is fundamentally better than MTG is the drawing of 3 rather than 1. However, this openness that things like the Devastator deck, Bronze Laver + Gates of Hell, Gifts + Hur, the Genesis theme, and other strategies bring to the game might swing the pendulum too far.
Thanx for the consideration!
L8er,
Gil
Gil, that was excellent advice.  Kurt and I noticed some issues with searching/shuffling time in our last few playtest games.  I am going through the list and GREATLY reducing the number of search and shuffle abilities.  Search abilities are, for the most part, being replaced by abilities like Susana's.  Shuffle abilities are being replaced by "return to top (or bottom) of deck."

So far, we've only kept two search abilities intact. One searches for a certain unique character, and one for a certain fortress.  Half the time, those searches won't even happen, if those other cards are drawn first.

I am still paying careful attention to all your careful comments.  We want to make this a super great set, and make this game level up to even higher levels of fun and strategy.  Keep the comments coming.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Minister Polarius on January 20, 2010, 03:51:48 AM
If the next set is as good as TxP (only two or three nearly useless cards, Zadook, I'm looking at you), great success.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Gabe on January 20, 2010, 07:04:44 AM
If the next set is as good as TxP (only two or three nearly useless cards, Zadook, I'm looking at you), great success.

I agree that Zadok isn't that good now but it has potential to become awesome in the future.  Don't write it off entirely.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: RTSmaniac on January 20, 2010, 09:28:49 AM
We need a cannot be interrupted black discard battle winner.
It seems black has a card time getting through without carcasses...
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 20, 2010, 10:45:43 AM
I would like to see some unique weapon abilities.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 20, 2010, 10:54:33 AM
I would like to see some unique weapon abilities.
Overall, I agree that we need to make some reasonably good weapons. The only ones that anyone ever uses are the Horses, which are OP and should no longer be made. Most of the time, Warrior-Class is just used as an identifier. And it's a shame, because so much fun could be had with WC enhancements if we just tried.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: RTSmaniac on January 20, 2010, 12:09:22 PM
and some type of dual wielder
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 20, 2010, 02:40:18 PM
and some type of dual wielder

megaman.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: browarod on January 20, 2010, 08:33:24 PM
I would love to see more Potter's Field cards. It seems to have a decent base in terms of already-made cards, it just isn't competitive.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 20, 2010, 09:14:15 PM
A TC card that gets people out PField would be awesome.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 20, 2010, 09:20:29 PM
And maybe a TC card that needs to be played on a certian type of hero that can take out one/all heroes from PF?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 20, 2010, 10:48:01 PM
And maybe a TC card that needs to be played on a certian type of hero that can take out one/all heroes from PF?
how about one that bands them in to battle. "Interrupt the battle and band all heroes from Potter's Field into battle. Cannot be Negated if used by a hero with a Luke or John reference."

not looking at the reference for the Field, so I just put Luke/John.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Ironica on January 21, 2010, 07:35:27 AM
And maybe a TC card that needs to be played on a certian type of hero that can take out one/all heroes from PF?
how about one that bands them in to battle. "Interrupt the battle and band all heroes from Potter's Field into battle. Cannot be Negated if used by a hero with a Luke or John reference."

not looking at the reference for the Field, so I just put Luke/John.

Kind of sounds like this:

Raising of the Saints

Type: Hero Enh. • Brigade: Yellow • Ability: 3 / 2 • Class: None • Special Ability: All Heroes in your Potter's Field are returned to your territory. • Identifiers: None • Verse: Matthew 27:52-53 • Availability: Warriors booster packs (Uncommon)

Type: Hero Enh. • Brigade: Yellow • Ability: 3 / 2 • Class: None • Special Ability: Interrupt one good Fortress in your territory or set-aside area. Return all Heroes in that Fortress to your territory. • Identifiers: None • Verse: Matthew 27:52-53 • Availability: Priests booster packs (Common)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 21, 2010, 08:51:12 AM
darn.

"If you have a hero in Potter's Field... do something awesome."
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 21, 2010, 08:59:47 AM
I prefer Ring Wraith's card over RotS.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 21, 2010, 09:36:06 AM
I prefer Ring Wraith's card over RotS.
You mean R.O.U.S.?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 21, 2010, 09:43:38 AM
I prefer anything over R.O.U.S.!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Prof Underwood on January 21, 2010, 10:34:00 AM
You mean R.O.U.S.?
Rodents of unusual size?  I don't think they exist.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: New Raven BR on January 21, 2010, 12:17:15 PM
*a R.O.U.S jumps out of nowhere and attacks mark*
 :laugh:
just thought i'd throw that in there for humor  ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: RTSmaniac on January 21, 2010, 02:30:46 PM
*clift runs up and laughs as he kicks the R.O.U.S off of Marks back*

AAaahhhhHH! *as it turns and growls at the crowd*


(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Fscienceblogs.com%2Fretrospectacle%2Frous.bmp&hash=a47b443f74bea1e804d43021bff165518b79f0e2)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 21, 2010, 04:41:06 PM
Soooo......

after we figure out some good cards to band heroes in from Potter's Field, we'll do the same for evil characters and call the fortress The Fire Swamp.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: JSB23 on January 21, 2010, 04:47:55 PM
click, click, click.......
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 21, 2010, 04:57:20 PM
(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Fmatty03.files.wordpress.com%2F2009%2F08%2Fchucke21.jpg&hash=3497881134f1574e0fe3cb641d00626f8994d8a1)
NOooooooooooo! An R.O.U.S!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: JSB23 on January 21, 2010, 05:06:42 PM
.....click, click, click.....
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 21, 2010, 05:25:14 PM
R.O.U.S.s seem to be everywhere here in Orlando....


(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Fdisney-desktop-wallpaper.com%2Fwalt-disney-world%2Fmickey-mouse.jpg&hash=efaa4aa9f27a2d30aeed14569a669af08b31a097)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: JSB23 on January 21, 2010, 06:21:59 PM
(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Fwww.fortunecity.com%2Flavendar%2Flavender%2F403%2FFlameSpurt.JPG&hash=adec8c7a198a015d716075161fcd29dccaf36268)
watch out for those
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 21, 2010, 06:28:37 PM
my favorite r.o.u.s:

(https://www.cactusforums.com/proxy.php?request=http%3A%2F%2Fi41.photobucket.com%2Falbums%2Fe297%2Fmorbid_muffin_man%2FMaster_Splinter_Sm1.jpg&hash=5e981fa0144d6cfb7c70ac93be22afd70ffba4a5)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 21, 2010, 07:11:25 PM
Call an exterminator.  This thread is overrun with rodents!

Anyway, besides ROUSes, anything else too difficult to stop?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 21, 2010, 07:30:29 PM
Anyway, besides ROUSes, anything else too difficult to stop?

R.O.S.E.S. and their withholding of hints is pretty hard to stop, and I wish that would be dealt with.  ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: New Raven BR on January 21, 2010, 08:57:40 PM
master K cheif wyns via TMNT
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 21, 2010, 09:04:26 PM
master K cheif wyns via TMNT
except for that fact that Princess Bride beats TMNT any day.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 21, 2010, 09:32:55 PM
master K cheif wyns via TMNT
except for that fact that Princess Bride beats TMNT any day.
except for this little known fact: In TMNT: Episode 5, Splinter visits the fireswamps and is attacked by The ROUS. 
Splinter:  You killed my father.  Prepare to die!
The ROUS:  No. I am your father. 
Splinter:  Nooooooooooooooo!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Korunks on January 22, 2010, 08:36:23 AM
That has won the thread!  TMNT meets princess meets Star Wars, love it. :D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: 3-Liner And Bags Of Chips on January 22, 2010, 09:34:52 AM
Why did that quote remind me of the ending scene of Goldmember lolz
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: 12tipton3 on January 22, 2010, 10:43:24 PM
I am not talking in 3rd person because it is getting very old very fast. (Me being mad at Dwayne) but in saying that some search abilities are being replaced, DO NOT interfere with the new Attending Angel. it is a mainstay in my deck. it also just came out. I would be very upset and even take this to Rob Anderson himself if this was the case. i want answers.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 22, 2010, 11:11:02 PM
XD wow, just...wow.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 23, 2010, 01:23:07 AM
I am not talking in 3rd person because it is getting very old very fast. (Me being mad at Dwayne) but in saying that some search abilities are being replaced, DO NOT interfere with the new Attending Angel. it is a mainstay in my deck. it also just came out. I would be very upset and even take this to Rob Anderson himself if this was the case. i want answers.
Ugh.  I was not clear.  I am talking about the list of cards for the 2010 set.  We have a rough draft.  A working card list that HAD a about 8-9 cards with search abilities.  That is now down to 3 cards with search abilities.

No one is changing cards taht have already been printed.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 23, 2010, 01:41:40 AM
personally, i dont find anything wrong with search cards. if anything, they speed up the game considerably. if a person observes problems in shuffling, then perhaps they need to stop taking so long shuffling. a quick shuffle after a search should take no longer than 5 seconds, max.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 23, 2010, 05:01:41 AM
5 seconds max? Count to five. You can not shuffle a type 2 deck in 5 seconds, try twenty. Do that every turn and you run into problems...I said when TXP  came out that there was too many search cards so I am glad that Bryon is changing the abilities around.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 23, 2010, 06:30:57 AM
im referring to t1, the most popular format at the moment. it doesnt take more than 5 seconds to shuffle a deck. please.

in the long run, a search saves far more time than it would have waiting for the card.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 23, 2010, 08:02:37 AM
im referring to t1, the most popular format at the moment. it doesnt take more than 5 seconds to shuffle a deck. please.

Your playgroup must not consist of 20 players under the age of 13. The fastest way for a 9-year-old to shuffle is to throw their deck on the floor and then pick them all up again.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 23, 2010, 09:27:26 AM
even a 9 year old can be taught the correct way to shuffle. is no one in your playgroup up to the simple task of showing a 9 year old the proper way to shuffle a deck after a search?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 23, 2010, 10:00:02 AM
even a 9 year old can be taught the correct way to shuffle. is no one in your playgroup up to the simple task of showing a 9 year old the proper way to shuffle a deck after a search?

You always seem to find a way to brighten people's day. I'm inspired to go to Universal Studios with my family now. I love living in Orlando! Have a great day!  ;D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: 12tipton3 on January 23, 2010, 10:19:25 AM
I am sorry for being angry last night. i was very tired and now am just embarrassed. thank you for your "Answers". sorry.  ;D ;D ;D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: STAMP on January 23, 2010, 10:37:00 AM
even a 9 year old can be taught the correct way to shuffle. is no one in your playgroup up to the simple task of showing a 9 year old the proper way to shuffle a deck after a search?

That's just great.  Now there will be 9 year olds plastered all over Geico billboards.   :P
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: browarod on January 23, 2010, 10:42:18 AM
even a 9 year old can be taught the correct way to shuffle. is no one in your playgroup up to the simple task of showing a 9 year old the proper way to shuffle a deck after a search?

That's just great.  Now there will be 9 year olds plastered all over Geico billboards.   :P
"So easy, a 9-year-old caveman can do it."
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: New Raven BR on January 23, 2010, 11:03:09 AM
in geico, there's too much caveman and not enough cowbell
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 23, 2010, 05:05:40 PM
in geico, there's too much caveman and not enough cowbell

In this post there is too much overused cliche, not enough originality.  ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 23, 2010, 06:26:18 PM
the last few pages of this thread is pretty much all cliche.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Professoralstad on January 23, 2010, 06:38:14 PM
the last few pages of this thread is pretty much all cliche.

Your face is cliche.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 23, 2010, 06:40:05 PM
83248392 second shuffles are cliche.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Professoralstad on January 23, 2010, 06:43:57 PM
83248392 second shuffles are cliche.

How old are you, like 9?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 23, 2010, 06:46:18 PM
83248392 second shuffles are cliche.

How old are you, like 9?

are you a caveman?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 23, 2010, 06:53:23 PM
cliche's are too powerful. they need to be stopped.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 23, 2010, 07:15:31 PM
Saying something is a cliches is too cliche.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 23, 2010, 07:28:53 PM
why is this thread in Strategies and Combos?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 23, 2010, 07:33:45 PM
Simple, because this is about strategies and combos that need counters.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: browarod on January 23, 2010, 07:55:29 PM
Simple, because this is about strategies and combos that need counters.
And about cliches.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: New Raven BR on January 23, 2010, 08:08:03 PM
anyone who mentions "cliche" is cliche, even me since i mentioned it

and i just lost the game  ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 23, 2010, 09:08:55 PM
the game is cliche.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: New Raven BR on January 23, 2010, 09:58:19 PM
your mom is cliche
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 23, 2010, 10:17:38 PM
ooook, back on topic...

we need more counters to the cavemen.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 23, 2010, 11:26:18 PM
back off-topic, the game is over. Simon said so. obey Simon. "Simon says: the game is over" was the exact quote. it's over.

ooook, back on topic...

we need more counters to the cavemen.
I wouldn't exactly call Genesis cavemen, but...
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 23, 2010, 11:37:53 PM
and i just lost the game  ;)
Dang it! Why do you have to ruin it for the entire Redemption community, you jerk!? ::)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: New Raven BR on January 23, 2010, 11:43:27 PM
why do you have to ruin my fun you, person who enjoys ruining everybody's fun?  ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: JSB23 on January 23, 2010, 11:58:44 PM
and i just lost the game  ;)
Dang it! Why do you have to ruin it for the entire Redemption community, you jerk!? ::)
Dang it Andy
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: New Raven BR on January 24, 2010, 12:00:41 AM
i didn't do anything but state the fact i lost the game and im also trying my best to have fun in and out of redemption
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Professoralstad on January 24, 2010, 01:13:44 AM
83248392 second shuffles are cliche.

How old are you, like 9?

are you a caveman?

No. I am, however, a gecko.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 24, 2010, 09:24:16 AM
No. I am, however, a gecko.

....pronounced Geek-o.....  ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: 3-Liner And Bags Of Chips on January 24, 2010, 12:37:31 PM
No. I am, however, a gecko.

....pronounced Geek-o.....  ;)

I thought it was g"eye"-co... :-[
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 24, 2010, 01:45:08 PM
and i just lost the game  ;)
Dang it! Why do you have to ruin it for the entire Redemption community, you jerk!? ::)
maybe everyone except me. but Simon Said that the game was over, and I was apart of that game, thus I am free.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: 12tipton3 on January 24, 2010, 02:19:48 PM
how did this start out as a post about an upcoming set and go to a conversation about "THE GAME" (that i just lost. NO!!) and caveman with geico. and it is pronounced "Guyco" which is why the business is failing. it is run completely by guys like the three stooges. however, in the economic recession, even though it is failing, geico is still above water!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 24, 2010, 03:47:27 PM
Focus please, and you know it is sad when I am saying on topic.

I would love to see hand discard be a bit more viable. Deck d/c has all these play outside battle cards (Rash oath, pagan sac(with HP), etc) but hand d/c is all done in battle EXCEPT deceptive sin.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: redemptioncousin on January 24, 2010, 10:50:30 PM
Focus please, and you know it is sad when I am saying on topic.

I would love to see hand discard be a bit more viable. Deck d/c has all these play outside battle cards (Rash oath, pagan sac(with HP), etc) but hand d/c is all done in battle EXCEPT deceptive sin.

...and I am Holy... and Confusion of Mind... and a couple Lost Souls
Just be careful... we had a hand d/c deck win nats recently... I don't think we want to give it tooo much power.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 24, 2010, 11:01:41 PM
Focus please, and you know it is sad when I am saying on topic.

I would love to see hand discard be a bit more viable. Deck d/c has all these play outside battle cards (Rash oath, pagan sac(with HP), etc) but hand d/c is all done in battle EXCEPT deceptive sin.

...and I am Holy... and Confusion of Mind... and a couple Lost Souls
Just be careful... we had a hand d/c deck win nats recently... I don't think we want to give it tooo much power.
Only 2 years ago ;) Sides we ALL know this was a fluke ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 24, 2010, 11:09:23 PM
Even so, since that time neither Genesis nor Romans have been given any more hand discard. I agree they need more.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 25, 2010, 12:38:29 AM
A hand control deck won type 2 nats this past years. So two years in a row a hand control deck has won both 1st place categories...how much do we need to boost it? Maybe focus on deck d/c not hand control too much. Slowly give it cards, 2 good cards here in one set and next year another couple good cards. You don't want to put out 4-6 great deck d/c cards in one set and everyone will be stalling lol.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 25, 2010, 01:03:38 AM
I was thinking more the evil discard. Blue offense can d/c really well, but the defenses I've seen don't seem to do such a good job. Galba+Namaans chariots.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 25, 2010, 09:16:23 AM
A hand control deck won type 2 nats this past years. So two years in a row a hand control deck has won both 1st place categories...how much do we need to boost it? Maybe focus on deck d/c not hand control too much. Slowly give it cards, 2 good cards here in one set and next year another couple good cards. You don't want to put out 4-6 great deck d/c cards in one set and everyone will be stalling lol.
It really is a pickle when you take T2 into account (as it often is), since they can take any one awesome card and put five of them in a deck, making it more difficult to keep both T1 and T2 balanced.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 25, 2010, 05:15:53 PM
But there is also twice as many cards to discard as well as it takes longer to get it going in type 2. Discarding one card from an opponent's deck in type 1 can really hinder them, especially if that one card happens to be a dominant or key offensive card. In type 2 you discard it that one offensive card or dominant, ok yeah it stinks, but I still have much more.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 25, 2010, 09:16:16 PM
But there is also twice as many cards to discard as well as it takes longer to get it going in type 2. Discarding one card from an opponent's deck in type 1 can really hinder them, especially if that one card happens to be a dominant or key offensive card. In type 2 you discard it that one offensive card or dominant, ok yeah it stinks, but I still have much more.
When are you running 2 or more of a single dom?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 25, 2010, 09:20:03 PM
But there is also twice as many cards to discard as well as it takes longer to get it going in type 2. Discarding one card from an opponent's deck in type 1 can really hinder them, especially if that one card happens to be a dominant or key offensive card. In type 2 you discard it that one offensive card or dominant, ok yeah it stinks, but I still have much more.
When are you running 2 or more of a single dom?
when you have an Angel at the Tomb.
kinda.
speaking of which, I was able to d/c my dad's SoG last tournament in T2 with the deck discard soul. pretty epic, although he ended up winning in a time-out 5-4-4.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 25, 2010, 10:52:02 PM
Hand discard is, by nature, more powerful than deck discard.  Deck discard hurts you, potentially, in the future.  Hand discard often hurts you in the current turn, or at least the current round, more often than not.

In both cases, drawing fast will help you.  This is yet another reason to pack a lot of drawing abilities.

Hand discard is fairly strong already.  It'll get a little help, most likely, in the next set.  But deck discard is not nearly as strong yet.  It will likely get the more powerful new cards.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 26, 2010, 01:52:34 AM
Don't make it too strong, there is already Water Jar which IMO, is one of the strongest best cards ever made.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 26, 2010, 07:46:16 AM
Don't make it too strong, there is already Water Jar which IMO, is one of the strongest best cards ever made.
That isn't truly deck d/c though.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 26, 2010, 08:47:46 AM
Hand discard is, by nature, more powerful than deck discard.  Deck discard hurts you, potentially, in the future.  Hand discard often hurts you in the current turn, or at least the current round, more often than not.

In both cases, drawing fast will help you.  This is yet another reason to pack a lot of drawing abilities.

Hand discard is fairly strong already.  It'll get a little help, most likely, in the next set.  But deck discard is not nearly as strong yet.  It will likely get the more powerful new cards.
SPEED DOESN'T NEED HELP!!! ARE YOU OUT OF YOUR MIND??!!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Cameron the Conqueror on January 26, 2010, 08:49:22 AM
Hand discard is, by nature, more powerful than deck discard.  Deck discard hurts you, potentially, in the future.  Hand discard often hurts you in the current turn, or at least the current round, more often than not.

In both cases, drawing fast will help you.  This is yet another reason to pack a lot of drawing abilities.

Hand discard is fairly strong already.  It'll get a little help, most likely, in the next set.  But deck discard is not nearly as strong yet.  It will likely get the more powerful new cards.
SPEED DOESN'T NEED HELP!!! ARE YOU OUT OF YOUR MIND??!!
Wha?  He didn't say speed was getting a boost.  He said hand and especially deck discard would get boosts.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 26, 2010, 08:53:21 AM
Hand discard is, by nature, more powerful than deck discard.  Deck discard hurts you, potentially, in the future.  Hand discard often hurts you in the current turn, or at least the current round, more often than not.

In both cases, drawing fast will help you.  This is yet another reason to pack a lot of drawing abilities.

Hand discard is fairly strong already.  It'll get a little help, most likely, in the next set.  But deck discard is not nearly as strong yet.  It will likely get the more powerful new cards.
SPEED DOESN'T NEED HELP!!! ARE YOU OUT OF YOUR MIND??!!
Wha?  He didn't say speed was getting a boost.  He said hand and especially deck discard would get boosts.
I misread.
In both cases, drawing fast will help you.  This is yet another reason to pack a lot of drawing abilities.
I thought the "pack a lot of drawing abilities" was in reference to what's going to be in the pack. this is what I get for doing this after I wake up...
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 26, 2010, 02:04:38 PM
Right.  Speed will get hurt in the next set.  There are at least 3 cards that will make players think twice before building a deck involving lots of draw abilities.  The problem is, there are so many benefits to speed that it takes a lot to convince a player to WANT to keep some cards in his deck.  Hopefully, the new cards will help.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 26, 2010, 03:01:03 PM
I don't know if I said this before, or even if I should put this here, but I think that whatever you do, you should make sure that you have some lost souls in the next set. I think lost souls [could] add quite a bit of strategy to the game, but as of now, almost every deck has mostly the same lost souls in them (Female, NT, Shuffler, Exchanger, 2/3-Liner, etc.). I was disappointed that there were no lost souls in the last set, but I hope I see a few in the next. Like the brigade themes, I think we just need to take some time to make more (and hopefully theme-specific) lost souls, so that not everyone's deck looks the same.

I guess that's my ultimate hope for Redemption in general: that someday ten people can all have competitive decks with no more than a few cards repeating.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 26, 2010, 04:01:47 PM
Although I like the theme decks I would like to see more overall cards again. It seems like every time now you see black it's the same defense, Philistines, pale green means Assyrians, crimson all Babylonians. It seems like once you see what color they are playing then you know for the most part it is the same theme based defense. I like themes but I want to see a defense and not know what else is in it. So I hope more cards are made which do not need to be used on an Assyrian, or only work if X number of Babylonians are in play.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 26, 2010, 04:04:15 PM
i totally agree. the themes are getting a bit played out. pretty much everyone uses the exact same stuff for every color. i'd like to see a return to old-skool redemption, where characters were spread out quite a bit.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Minister Polarius on January 26, 2010, 05:12:27 PM
Crimson means all Babs? Crimson is the Brigade with The Leviathan, Zimri, Jereboam, Gomer, Red Dragon, and SSoS.

Black can mean Sadducees just as easily as Philistines. It can also mean Abom. Sure, it's a specialized Brigade, but there are 3 specializations.

Pale Green has PotW, Esau the Hunter, Beast from the Sea, the good Panic Demon, and Women as Snares. All Assyrians?

And would you complain about Orange for being all Demons, or Teal for being all Priests, or Silver for being all Angels? Clearly the themes aren't the problem, just the lack of more than 10ish good cards per theme.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 26, 2010, 05:19:05 PM
A better comparison would be to look at actual tournament decks to see if someone using PG actually uses Esau or PotW, or whether someone using Crimson actually uses Red Dragon or Leviathan. We can tout the merits of having these cards in decks all we want, but if players aren't doing that, then people using Crimson really are only using Babylonians. I have already voiced my opinion about the themes in other threads, and I have yet to see a blue brigade offense that did not have only Genesis cards. The structure of the recent theme enhancement has left people who want to use the blue brigade penalized if they do not use Genesis heroes only.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 26, 2010, 05:58:54 PM
There is absolutely NO penalty for using blue cards that are not Genesis.  You can use Ira, Seeker, and all the pre-2007 heroes that you want and you won't be hurt at all.  We've had old school Type 1 players show up with their old pre-2007 tournament-winning decks and had no problem being competitive in today's tournaments.  The old decks didn't dominate like they used to, but they were certainly decent.

There are benefits to using the new themes (new cards work better with them), but no penalties for not using them.

Besides, pre-2007 decks seemed to have less diversity than today's decks.  If you played against a blue deck, you knew exactly what cards were going to be in it.  Nowadays, there remains several questions: will it be pure Genesis?  Will he splash Ira?  Seeker?  Will it be blue-silver banding?  Will it be blue battle winners with Thomas?  Will it be hand discard?  The more cards that are made, the more options there are.

One of the things you notice about EVERY TCG is that dominant strategies (decks that have won top tournaments lately) are often copied and heavily used at tournaments, by players hoping for the same results.  When Gabe won in 2007 with splash offense and stand alone D, suddenly a third of the decks at tournaments looked very similar to that.  When Tim M won with Genesis/Roman/Menahem hand discard, suddenly 1/3 of the tournament decks used that.  A Z's Temple/Garden Tomb deck won this year, so you see a lot of that now.

There are ways to tech against popular decks, and build something fresh around that.  Most tournament players don't bother.

As for themes, expect them to continue, character-wise.  However, expect at least half the new enhancements to be usable by "non-theme" characters.

Also, expect a couple new themes this year.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Crashfach2002 on January 26, 2010, 06:23:15 PM
As for themes, expect them to continue, character-wise.  However, expect at least half the new enhancements to be usable by "non-theme" characters.

Also, expect a couple new themes this year.  :)

WOOT!   Love it!  :D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 26, 2010, 06:33:51 PM
There is absolutely NO penalty for using blue cards that are not Genesis.  You can use Ira, Seeker, and all the pre-2007 heroes that you want and you won't be hurt at all.  We've had old school Type 1 players show up with their old pre-2007 tournament-winning decks and had no problem being competitive in today's tournaments.  The old decks didn't dominate like they used to, but they were certainly decent.

I continue to disagree. For new players (without pre-2007 decks), they will go to tournaments and play booster draft. Current BD trends (as marketed) use RoA/FoOF tins. Similarly, new players finding Redemption at the local Christian bookstore will likely buy the tins since the boosters are included. Upon opening the tins, players who happen upon a blue offense will only have Genesis heroes, with cards that say "If used by a Genesis...", "If all your heroes are Genesis...", "Search for a Genesis..."

These players will not be able to use the cool (and powerful) enhancements included in their tin effectively, unless they stick to the Genesis-only cards (penalized).

However, expect at least half the new enhancements to be usable by "non-theme" characters.

This is what I was hoping to hear, but the "half" is disappointing, unless the set is larger than what we have had lately. Otherwise "half" could only mean "one."
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: stefferweffer on January 26, 2010, 06:49:01 PM
I know I've not been playing long, but didn't cards like AOC promo and then evil protect fortresses discourage people from using the other cards?  In my casual decks I use these other "fun" cards with reckless abandon, but you could make a "fun" pale green defense with no Assyrians, and then one AOC promo and there they all go.  Cards like Color-guard LS and others help alleviate this, when you have that combo, but it sure makes a fortress that protects your ECs from discard and even more, AND an EC of that theme who can search for that fortress, start looking really attractrive.  So in casual play I agree that the fun cards are very viable, but in tournaments I don't think they will do as well.  That's what I ADORED about the Windows of Narrow light promo.  Give those players who haven't bought cards in the last 2-3 years a reason to pull out those older cards and come to the tournament.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 26, 2010, 07:02:39 PM
Quote
These players will not be able to use the cool (and powerful) enhancements included in their tin effectively, unless they stick to the Genesis-only cards (penalized).
Where is the penalty?

The reason those new enhancements were made so "cool (and powerful)" is by balancing them with who could use them, or who could use them unnegatably.  Complaining that you can't use Numerous as the Stars on Ira is like saying you are penalized for using Pale Green because you can't use Wrath of Satan on Prince of this World.  There are cards that work well with some characters.  That is part of what makes those characters so useful.  There are other characters that are so poweful (Ira, Benaiah, Moses, The Strong Angel, Captain, and just about every character you used to see in decks pre 2007) that they'd STILL be in just about every deck today if they were allowed to use all the current new enhancements.  You would have less variety in decks.  Worse still, decks would look the same as they did for years from Warriors to 2007.  Tim Maly used to talk about the fact that a whole expansion would release and he'd change 1-2 cards in his deck for the year.  This happened for years in a row.  With themes, players have options.

Those same players who are opening tins and getting Zebulun are also opening Thomas, blue Ehud, Ira, Trapped in Cleverness, etc.  If they really want to use Zebulun's awesome ability (major benefit), then they can build a separate Genesis-only deck.  If they want to use Ira, blue Ehud, and Thomas (benefit), then they can do that.  I could just as easily argue that I am "penalized" for using Genesis-only because I don't get a FBN hero or a NT CNB hero or a blocker-choosing hero.  It isn't a penalty, just a choice of benefits.

Saying you can't have your cake (benefit) and eat it too (benefit) is not a penalty.  You just have to pick which benefit you prefer.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 26, 2010, 08:07:55 PM
Quote
Crimson means all Babs? Crimson is the Brigade with The Leviathan, Zimri, Jereboam, Gomer, Red Dragon, and SSoS.
Leviathan is not used in top decks anymore, Zimri is sometimes, Jereboam?, there is a new themed Gomer and she is not used too muich in crimson decks. I do think Red Dragon is, but SSoS is a theme, in orange for the most part.
Quote
Black can mean Sadducees just as easily as Philistines. It can also mean Abom. Sure, it's a specialized Brigade, but there are 3 specializations.
You are right on this one.
Quote
Pale Green has PotW, Esau the Hunter, Beast from the Sea, the good Panic Demon, and Women as Snares. All Assyrians?
Yes but Prince is splashed, Beast is not used as is Esau not used, the good Panic Demon no longer sees play, and Women is used for TGT.

Quote
And would you complain about Orange for being all Demons, or Teal for being all Priests, or Silver for being all Angels?
Yeah right about that too.
Quote
Clearly the themes aren't the problem, just the lack of more than 10ish good cards per theme.
I think this is what I meant. Thank you.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 26, 2010, 08:10:17 PM
Adding on to the above, I don't think the problem is exactly a lack of good cards... but rather there is no reason NOT to use the same few cards.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 26, 2010, 08:11:01 PM
i think what we need are more new themes for each brigade, not just one exclusively. some already have them, but some also glaringly dont.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 26, 2010, 09:58:58 PM
i think what we need are more new themes for each brigade, not just one exclusively. some already have them, but some also glaringly dont.
and many that DO are majorly underdeveloped (see Musicians, Daniel heroes, etc.)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 26, 2010, 10:03:23 PM
i think what we need are more new themes for each brigade, not just one exclusively. some already have them, but some also glaringly dont.
This is the way we are going, especially for the themes that are small.  Angels, Priests, Prophets, Genesis, Military, and Demons have more than enough characters and art to supply those brigades for a long, long time.  In those brigades, expect some references to things like O.T. or N.T. prophets; O.T. warrior class red or N.T. warrior class red; Warrior class Angels or Prophet Angels; Priests based on Tabernacle, Solomon's Temple, Z's Temple, Herod's Temple; Female Genesis heroes, sons of Jacob, etc.

The other brigades are getting split:
Gold: Moses/Judges and Luke/John heroes
Purple: Royalty (and perhaps disciples someday)
White: Daniel heroes and Musicians (both very small mini-themes), Christmas and Easter heroes.
Crimson: Babylonians and N.T. humans (Sapphira, Ananaias, Judas Iscariot, SSoS, and more)
Gold: Egyptians and Herods
Pale Green: Assyrians and Magicians
Black: Philistines, Greeks (really just a VERY small mini-theme), Sadducees (and perhaps Canaanites someday)
Brown: Persians (mini-theme), Rebellious Israelites, evil rulers of Judah
Gray: Syrians, Pharisees, and Romans
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 26, 2010, 10:29:35 PM
i think what we need are more new themes for each brigade, not just one exclusively. some already have them, but some also glaringly dont.
and many that DO are majorly underdeveloped (see Musicians, Daniel heroes, etc.)
Right.  There is only so much space in a set.  Maybe a couple of those themes will get some help someday.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 26, 2010, 11:04:00 PM
Quote
Brown: Persians (mini-theme), Rebellious Israelites, evil rulers of Judah
I would love to see that and Musicians to be viable, I think there is a lot of potential with musicians.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 26, 2010, 11:10:09 PM
The list for brown made me realize that it is one of the few brigades that you can see, and not know exactly what you're up against... none of its themes have been developed to the point where everyone has no reason to use anything but that one theme. Closest you'll get to that with brown is Sitelock.

I'd really like to see browns theme of decrease be developed more... that strategy could be so amazing if it actually had some punch to it. Nothing protects from it, and it can utterly shred an opponents offense if used at the right time.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 26, 2010, 11:12:17 PM
That could be why it hasn't been developed much. :P
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 26, 2010, 11:14:14 PM
Except... there is only like, two decrease cards in the game that can do that... Hunger and Desolate Gateways, the latter of which being the stronger of the two. Almost every other decrease is tragically weak.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 26, 2010, 11:17:28 PM
Chemosh with Burial Shroud, or Plagued with Diseases? Chemosh+Plagued =0/-4 every turn for a hero.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 26, 2010, 11:26:23 PM
and then your opponent activates Miraculous Hankies. CURSE YOU RLK'S!!!!!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 26, 2010, 11:28:39 PM
Not quite... its -0/4 the first turn, then -0/2 after that...

I'll agree its a good card, but I'd love to see a decrease defense actually be brought up to a semi-competitive level.

Right now the only things decrease has going for it are...

PwD (great card)
Chemosh (Good for sniping)
Hunger (second best decreaser... not in brown though)
Desolate Gateways (best decreaser in the game... play it on Foul Spirit with a ton of empty sites out for mass lulz)
Without Food/lacking sleep (is this more of a disease?)
Morgan (fun with */4 soul and/or Abners spear)
Jobs Three Friends... only good at sniping */1 heroes in territory.
Wounded (single hero... ehh)
Broken Cisterns (territory decreasing is fun)
Ignorance (hurts you too though)
Weakness (yay play nexts!)
...Dart?
Sick Unto Death (another single hero)

anything else thats actually useful in terms of decreases that i'm missing? That's nowhere near enough to actually stop offenses.

*Edit*

I'd love to see more stuff like weakness that reacts to weakened heroes... maybe an EC that is immune to weakened heroes?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on January 26, 2010, 11:32:04 PM
For decrease, I find it works best if there is a you can pair up a big decrease with an ongoing little one (or two).  Broken Cisterns and Plagued with Diseases both active, followed by either Ignorance or Desolate Gateways in a side battle can be brutal.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 26, 2010, 11:35:52 PM
Nothing protects from it, and it can utterly shred an opponents offense if used at the right time.

i am sustainer?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 26, 2010, 11:37:18 PM
Yeah, its definately effective at times, but it doesnt have nearly enough to stand on its own.

Another fun idea I had, since pg and brown share a little theme of weakening/diseases...

PG/Brown card (not sure what type) - No heroes with reduced stats may enter battle.

Nothing protects from it, and it can utterly shred an opponents offense if used at the right time.

i am sustainer?

hahahahaha, funny... who uses that?  :D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 26, 2010, 11:39:08 PM
tkp uses backwards shadow. :)

and wouldnt your proposed card be a little broken with pwd, or any territory decreaser for that matter?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 26, 2010, 11:40:08 PM
Yeah, but thats sort of a nostalgia thing for him since it was the original heal card of heroless.  :D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 26, 2010, 11:42:56 PM
PG/Brown card (not sure what type) - No heroes with reduced stats may enter battle.
If it's a character or an OT or TC enhancement, then it'll be way too easy to abuse.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 26, 2010, 11:46:33 PM
I'd like to see a place card which decreases a hero by 0/3 and when that hero is discarded the card moves to another target. It'd be very strong and it would make decreases used.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 26, 2010, 11:48:35 PM
Ooooh, I like that one.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Sean on January 27, 2010, 12:14:43 AM
I'd like to see a place card which decreases a hero by 0/3 and when that hero is discarded the card moves to another target. It'd be very strong and it would make decreases used.
You mean this (http://www.redemptionreg.com/REG/leprosy.htm) card?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on January 27, 2010, 12:16:50 AM
Sure, why not give brown a similar type card as well? They both have disease/decrease type stuff... so why can't brown have its own spreading place card?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 27, 2010, 12:27:52 AM
Yeah but in brown that does 0/3 a turn, not 0/2.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Sean on January 27, 2010, 01:02:55 AM
Sure, why not give brown a similar type card as well? They both have disease/decrease type stuff... so why can't brown have its own spreading place card?
Printing the same card in multiple brigades is a horrible idea.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on January 27, 2010, 01:04:25 AM
This would be a territory or a place card though with a better decrease.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: browarod on January 27, 2010, 04:25:09 AM
Sure, why not give brown a similar type card as well? They both have disease/decrease type stuff... so why can't brown have its own spreading place card?
Printing the same card in multiple brigades is a horrible idea.
The Archers and face-down artifact discarders say hi ::)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on January 27, 2010, 07:48:19 AM


[/quote]
Printing the same card in multiple brigades is a horrible idea.
[/quote]Ehud from ROA and patteys say hi
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Carl deuty on January 27, 2010, 08:49:13 AM
"Man, printing the same card is a waste of time!" KOT and Prince of this World suddenly walk by, and the conversation stops.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 27, 2010, 08:52:38 AM
The reprinting of demons into a single new brigade was necessary for the game to make sense.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on January 27, 2010, 08:53:05 AM
But wait! Here comes Eli The Priest who has had 3 cards printed of him!Hello miss Leah and who can forget Image of jesolsy?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 27, 2010, 11:37:59 AM
But wait! Here comes Eli The Priest who has had 3 cards printed of him!Hello miss Leah and who can forget Image of jesolsy?
Eli the priest I'll give you but I have NO issue with cards with no S.a., wrong brigade, and never USED being reprinted.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Sean on January 27, 2010, 01:59:42 PM
The Archers and face-down artifact discarders say hi ::)
As examples of how the same card in every brigade is a good thing?  You really think that having the same card in every brigade is good for the game?  Why not then just make everything multicolor?  That would accomplish the same thing you seem to desire much more efficiently.

Quote
Ehud from ROA and patteys say hi
Specific characters being printed into the brigades which they fit into based on themes of those brigades is a good thing.  That is far different than making a separate card for each brigade that then has the same special ability.

But wait! Here comes Eli The Priest who has had 3 cards printed of him!Hello miss Leah and who can forget Image of jesolsy?
You seem to think that I'm talking about the exact same card or about reprints.  I'm not talking about reprints, I'm talking about cards that have different titles and yet do the same thing which in essence become the same card, just in a different brigade.  These cards end up making brigades more similar to each other and make the game stale.  There is no reason why each brigade has to have an archer that has the exact same special ability.  There is no reason why every brigade has to have a weapon that says to interrupt the battle, draw 2 cards, and play the next Enhancement.  There is no reason why 4 out of 7(at the time they were printed) brigades need the same FbtN Hero.  I'm all for having an archer in each brigade but that doesn't mean they should just be copies of each other.  The special abilities of the Panic Demons are a perfect example of what similiar in different brigades should look like.  Sure, they each can band, but hen they each do something completely different that coincides with their respective brigade.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 27, 2010, 02:14:36 PM
I agree with the above post. Making the same cards over and over again is a lot like saying, "Wow, Pocahontas was really popular. Let's make that movie again, except with aliens and robots!" Sure, that movie might be shinier and have a different setting, but it is mostly the same. We need originality in cards.

*BTW, I actually loved Avatar, just like I loved Philistine Chariot and Horses, but it would have been even better if it had been a little more original.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Gabe on January 27, 2010, 02:19:13 PM
But wait! Here comes Eli The Priest who has had 3 cards printed of him!

FWIW Eli from RoA was supposed to be Gold/Teal.  The teal was left on during the card layout.  How cool would that have been!?!?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on January 27, 2010, 02:22:53 PM
i know it was suposed to be gold teal.  he is the only card with the honor of being reprited twice. it was cool wonder why the teal was left out?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 27, 2010, 02:55:26 PM
i know it was suposed to be gold teal.  he is the only card with the honor of being reprited twice. it was cool wonder why the teal was left out?
Uh.... Cards that were printed 3 times over (Ignoring the starter doms)
Jeremiah(White)
Jeremiah(Teal)
Jeremiah(Teal/Green)

Breastplate of R (0/4)
" " (3/4) WA
" " (3/4) kings

BUCKLER (0/2) < the game winning one
Buckler (3/2) WA
Buckler (0/5) Priests

Coat of mail (red)(0/2)
Coat of mail (red)(3/6)
Coat of Mail (Purple)

and many others.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 27, 2010, 03:17:50 PM
Shoes of Peace is probably the winner of the multiple printings award.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TimMierz on January 27, 2010, 03:19:10 PM
Bow and Arrow was once king, not sure if that's still the case.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Alex_Olijar on January 27, 2010, 03:37:48 PM
Eli has been triple printed, as has Zechariah.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: STAMP on January 27, 2010, 05:02:56 PM
BUCKLER (0/2) < the game winning one
Buckler (3/2) WA
Buckler (0/5) Priests
Buckler Promo *

* Fixed.   ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 27, 2010, 05:18:14 PM
Bow and Arrow was once king, not sure if that's still the case.
Well, it depends on whether you count both the C and the D Shoes of Peace (which I do), in which case it has 5 versions. Bow and Arrow has 4.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 27, 2010, 05:27:18 PM
BUCKLER (0/2) < the game winning one
Buckler (3/2) WA
Buckler (0/5) Priests
Buckler Promo *

* Fixed.   ;)
SPOILER FOR NEXT YEAR! BUCKLER PROMO!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 27, 2010, 06:17:32 PM
Those same players who are opening tins and getting Zebulun are also opening Thomas, blue Ehud, Ira, Trapped in Cleverness, etc.  If they really want to use Zebulun's awesome ability (major benefit), then they can build a separate Genesis-only deck.  If they want to use Ira, blue Ehud, and Thomas (benefit), then they can do that.  I could just as easily argue that I am "penalized" for using Genesis-only because I don't get a FBN hero or a NT CNB hero or a blocker-choosing hero.  It isn't a penalty, just a choice of benefits.

I continue to disagree.  ;)

They may be opening Thomas, Ehud, and Ira, but they're not putting them in their blue offense decks. What good is a FBTN hero when your opponent has CBN battle winners? What good is Thomas if he makes your other Genesis cards useless, and you never get initiative? What good are your CBN Genesis battle winners if you can't use them?

A Genesis offense is quite potent at the National level. A Thomas/Ehud/Ira deck will not get you very far at a Local. Why would new players want to use a crossbow when there are tactical missiles at their fingertips?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TimMierz on January 27, 2010, 06:18:46 PM
Bow and Arrow was once king, not sure if that's still the case.
Well, it depends on whether you count both the C and the D Shoes of Peace (which I do), in which case it has 5 versions. Bow and Arrow has 4.

Bow and Arrow (Red): 2 versions (A/blue pack [2/1] and C [3/1])
Bow and Arrow (Gold): 2 versions (Warriors [interrupt & prevent] and Kings [negate])
Bow and Arrow (Gray): 3 versions (A/blue pack [2/1], Warriors/C [3/4], Kings [3/2])
Bow and Arrow (total): 7 versions, 10 instances

Shoes of Peace: promo/A/C/D [3/3], F [3/4] - 2 versions, 5 instances
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 27, 2010, 06:20:02 PM
Why would new players want to use a crossbow when there are tactical missiles at their fingertips?

tactical nukes!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red Dragon Thorn on January 27, 2010, 06:23:50 PM
How precisely is a Nuke tactical? It's a NUKE! It doesn't need to be tactical.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 27, 2010, 06:27:02 PM
exactly...i just dont see how it can be tactical, if you just completely obliterate everything...
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on January 27, 2010, 06:29:26 PM
Those same players who are opening tins and getting Zebulun are also opening Thomas, blue Ehud, Ira, Trapped in Cleverness, etc.  If they really want to use Zebulun's awesome ability (major benefit), then they can build a separate Genesis-only deck.  If they want to use Ira, blue Ehud, and Thomas (benefit), then they can do that.  I could just as easily argue that I am "penalized" for using Genesis-only because I don't get a FBN hero or a NT CNB hero or a blocker-choosing hero.  It isn't a penalty, just a choice of benefits.

I continue to disagree.  ;)

They may be opening Thomas, Ehud, and Ira, but they're not putting them in their blue offense decks. What good is a FBTN hero when your opponent has CBN battle winners? What good is Thomas if he makes your other Genesis cards useless, and you never get initiative? What good are your CBN Genesis battle winners if you can't use them?

A Genesis offense is quite potent at the National level. A Thomas/Ehud/Ira deck will not get you very far at a Local. Why would new players want to use a crossbow when there are tactical missiles at their fingertips?
i now diagreee with you my friend genasis IS very strong yet the other deck is very strong also.YMT you have a pm
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 27, 2010, 06:32:03 PM
How precisely is a Nuke tactical? It's a NUKE! It doesn't need to be tactical.

They just need to be precise enough to target a country...... say, Egypt, Babylon, Assyria, Italy, Syria, Greece, Hades, etc.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: STAMP on January 27, 2010, 06:35:57 PM
How precisely is a Nuke tactical? It's a NUKE! It doesn't need to be tactical.

They just need to be precise enough to target a country...... say, Egypt, Babylon, Assyria, Italy, Syria, Greece, Hades, etc.

And I bet that radiation cloud is smart enough to stay within the borders, just like cigarette smoke is smart enough to stay in the "Smoking" section of a restaurant/bar.

 ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Minister Polarius on January 27, 2010, 07:50:06 PM
A tactical nuclear device is a missile with reduced fallout and precision targeting for troops. In other words, you use a tactical nuke on a massing of troops, not a city.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Gabe on January 27, 2010, 08:13:46 PM
And I bet that radiation cloud is smart enough to stay within the borders, just like cigarette smoke is smart enough to stay in the "Smoking" section of a restaurant/bar.

 ;)

Similar to when a little kid isn't potty trained and they leak in the swimming pool.  It all stays in the shallow end...

...but what does this have to do with Genesis?  That offense is getting everywhere!  At the district tournament I held this month, five out of fourteen people were using some form of Genesis for T1-2P.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 27, 2010, 08:32:46 PM
tgt is a tactical nuke...it has precision targeting for your opponents troops. :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on January 27, 2010, 10:33:02 PM
Bow and Arrow (Red): 2 versions (A/blue pack [2/1] and C [3/1])
Bow and Arrow (Gold): 2 versions (Warriors [interrupt & prevent] and Kings [negate])
Bow and Arrow (Gray): 3 versions (A/blue pack [2/1], Warriors/C [3/4], Kings [3/2])
Bow and Arrow (total): 7 versions, 10 instances

Shoes of Peace: promo/A/C/D [3/3], F [3/4] - 2 versions, 5 instances
I don't consider the good and the evil Bow and Arrows the same, especially since they have different verses. But if you consider them the same because they have the same name, then yes, they win by a lot.

Also, I don't consider A and Unlimited different versions, mainly because...well, you can't really tell the two versions apart. :P But I suppose they are different printings, in which case I would call it a tie.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Ironica on January 28, 2010, 09:32:57 AM
A Thomas/Ehud/Ira deck will not get you very far at a Local.

That sounds like a challenge to those who are great at deck building :).
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: lightningninja on January 28, 2010, 02:12:07 PM
Yeah it does... and I accept! If I can get my schedule straight and get to a local...  ;D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: YourMathTeacher on January 28, 2010, 04:33:40 PM
That sounds like a challenge to those who are great at deck building :).

It was.  ;)

I would love to see a return to old-school themeless decks.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on January 28, 2010, 05:55:38 PM
i accpt and will play it as a extra  deck for states.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Alex_Olijar on January 28, 2010, 06:46:11 PM
My advice is do not do it. I tried it last year. Blue is terrible without Genesis simply because half of the best enhancements are tailormade for Genesis. Without the heroes, they just don't work.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 28, 2010, 06:54:58 PM
yeah, blue is pretty lackluster without its genesis theme. you have jacob/cap, thats about it...but even that requires a different brigade hero, and jacob himself is still genesis... :P
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on January 28, 2010, 07:01:49 PM
what color do you guys use for defnce?cuz my blue deck can hit hardnot the best but still strong
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 28, 2010, 09:28:36 PM
yeah, blue is pretty lackluster without its genesis theme. you have jacob/cap, thats about it...but even that requires a different brigade hero, and jacob himself is still genesis... :P
I wouldn't call Jacob "Genesis" for this since he was around long before the genesis theme.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 28, 2010, 09:49:19 PM
The Holocaust. Multi-Evil
If used by a Nazi, you may discard 1 theme excluding Nazi's. Cannot be Negated if used by Hitler.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Gabe on January 28, 2010, 09:49:57 PM
I wouldn't call Jacob "Genesis" for this since he was around long before the genesis theme.

But what if they use the new one that can play a Genesis enhancement? ::)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on January 28, 2010, 10:08:19 PM
I wouldn't call Jacob "Genesis" for this since he was around long before the genesis theme.

But what if they use the new one that can play a Genesis enhancement? ::)
Then you steal theirs, give them a c/d one and RUN!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on January 28, 2010, 11:19:57 PM
i use the c/d jacob in my deck.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 28, 2010, 11:41:08 PM
I prefer the other one, since there's a giant target on him, because people always assume that to use Jacob you HAVE to use RTC or OoN.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: RTSmaniac on January 29, 2010, 12:40:36 AM
What else would you do with him... ::)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: STAMP on January 29, 2010, 10:30:24 AM
What else would you do with him... ::)

Well in my ROUT game with RDT I trained him in righteousness.   ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: hi123 on January 29, 2010, 03:49:25 PM
The next set is in development.  Now is the time to voice concerns about cards that are tough to beat with the available card pool.  In my opinion, nothing is broken in Redemption right now.  But there are some powerful cards and combos, to be sure.

In your opinion, what needs more counters?

Already on the list are some powerful counters to pre-block ignore.  Is there anything else that needs addressing?  Speak now, or hold your peace until this time next year.  :)
needs mire things like Kings Sword, To Stop Immunity
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: hi123 on January 29, 2010, 03:51:35 PM
The next set is in development.  Now is the time to voice concerns about cards that are tough to beat with the available card pool.  In my opinion, nothing is broken in Redemption right now.  But there are some powerful cards and combos, to be sure.

In your opinion, what needs more counters?

Already on the list are some powerful counters to pre-block ignore.  Is there anything else that needs addressing?  Speak now, or hold your peace until this time next year.  :)
needs mire things like Kings Sword, To Stop Immunity

Also there needs to be more cards to hurt White brigade, ang TGT, both I personly think have grown to Powerful!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on January 29, 2010, 04:36:29 PM
immunity isn't that hard to stop. ignore is.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Cameron the Conqueror on January 29, 2010, 04:46:14 PM
immunity is quite easy to defeat.  Any interrupt the battle card will work as well as King's sword.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Carl deuty on February 05, 2010, 06:33:46 PM
more counters against TGT or something to encourage a multiple brigade defense. Sometimes it is fun to have characters all over, like with the Phillistine bros, or pairing persians with something else because there are not enough cards, but if you do these and run into a G tomb deck than it could get ugly.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on February 06, 2010, 01:23:16 AM
Can you make something that... is like, a half evel character and half hero, and you choose when you draw what it will be?
not biblically.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on February 06, 2010, 05:03:46 AM
Can you make something that... is like, a half evel character and half hero, and you choose when you draw what it will be?
not biblically.

yes biblically.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on February 06, 2010, 10:40:26 AM
Can you make something that... is like, a half evel character and half hero, and you choose when you draw what it will be?
not biblically.

yes biblically.
how.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on February 06, 2010, 11:36:21 AM
um...king abijah did both good and bad things.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on February 06, 2010, 11:59:21 AM
Many kings in the bible started good then turned out bad or started bad then ended up good.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on February 06, 2010, 12:02:52 PM
that's why we have convert cards. and Saul/Paul. but choosing if you're good or bad? I don't think so. I wouldn't mind seeing more cards like Saul/Paul though.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on February 06, 2010, 12:09:25 PM
always a first time for everything. :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on February 06, 2010, 12:27:02 PM
I'd like to see a hero that converts to an EC and gains an ability (Like Joab)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: christiangamer25 on February 06, 2010, 01:32:08 PM
haha no no heroless doesn't need anymore toys thanks. :angel: :angel: :angel:
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Cameron the Conqueror on February 06, 2010, 01:38:06 PM
Um, yes it does!  Grapes was a major blow to heroless; it needs some backup.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on February 06, 2010, 02:48:04 PM
+1 about heroless.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on February 06, 2010, 02:53:27 PM
+1 Heroless may be okay atm, but with the way things are going it needs SERIOUS help.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: RTSmaniac on February 11, 2010, 12:17:54 PM
So everyone wants to stop Gates of Hell b/c its set aside? but i dont see many people playing with it or that it has caused pany problems yet...

so were going to create a universal fort killer that targets forts in set aside as well? i hope it hits good and evil and is the new staple card like UZZAH  :o
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Mr.Hiatus on February 13, 2010, 04:07:18 PM
Quote
Also there needs to be more cards to hurt White brigade
hahahaha. Good one, wait you were being serious. White needs the second most help, behind red. But not everything can be strong and playable, there are just going to be dominant colors/themes/strategies, but please elaborate more on white needing to be hurt.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on February 13, 2010, 04:46:04 PM
where the heck have you been tyler? under a rock?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: metalpsalm on February 13, 2010, 05:16:37 PM
+1 Heroless may be okay atm, but with the way things are going it needs SERIOUS help.
Heroless is much improve since I invented it in 2003... No one every gives me credit/ or argues with me about that... it's like I become invisible... Hello? Helloo? echo echo echo?
 A tournament host even e-mailed Doug Gray because she thought I was cheating... Hello? echo? echoooo?
;D
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Professoralstad on February 13, 2010, 05:19:59 PM
+1 Heroless may be okay atm, but with the way things are going it needs SERIOUS help.
Heroless is much improve since I invented it in 2003... No one every gives me credit/ or argues with me about that... it's like I become invisible... Hello? Helloo? echo echo echo?
 A tournament host even e-mailed Doug Gray because she thought I was cheating... Hello? echo? echoooo?
;D

Do you have proof of your claim? All evidence I have seen/heard/read points to RR being the first one to create a Heroless deck that could actually win games. I'm sure that most other people on here would agree with me. Do you still have the decklist?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: metalpsalm on February 13, 2010, 05:54:39 PM
+1 Heroless may be okay atm, but with the way things are going it needs SERIOUS help.
Heroless is much improve since I invented it in 2003... No one every gives me credit/ or argues with me about that... it's like I become invisible... Hello? Helloo? echo echo echo?
 A tournament host even e-mailed Doug Gray because she thought I was cheating... Hello? echo? echoooo?
;D

Do you have proof of your claim? All evidence I have seen/heard/read points to RR being the first one to create a Heroless deck that could actually win games. I'm sure that most other people on here would agree with me. Do you still have the decklist?

I remember I posted it on the old boards and It was soundly rejected by all... I tried to get a copy of the post, but it was gone. When did RR come out with his? I'm foggy on my date. It had to be after early 2002, which is when I went to my first tournament, and it had to be after Apostles came out, because Saul/Paul gave me the idea. It had... let me open up RTS and see if I can re-construct it?
I gave up on the idea when I got 15th in a local of 35 players. It was too hard to get going back them. Then, I started hearing about it on the boards, it seems like a really long time later. I know the second tournament I played heroless, Angelwars hard just been released, but I didn't have any yet. When was that?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on February 13, 2010, 07:42:12 PM
AW was realsed in 04.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on February 13, 2010, 07:58:51 PM
My deck was made at AW(right after nationals 04'). I had heard of heroless as a joke but had never seen one. My deck took 25th? at nationals(05')(and 15th 08') the year it got accepted as being a real working deck and actually won tournaments that year. So I guess I made mine the first tournament winning heroless? (Ironically enough, I didn't use S/P till priests, I used Babylon the Great and had to do ruling fights to make sure it was a human.)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on February 13, 2010, 07:59:47 PM
why babalon the great?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on February 13, 2010, 08:07:25 PM
Low numbers, female, Nt.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Professoralstad on February 13, 2010, 08:24:49 PM
My deck was made at AW(right after nationals 04'). I had heard of heroless as a joke but had never seen one. My deck took 25th? at nationals(05')(and 15th 08') the year it got accepted as being a real working deck and actually won tournaments that year. So I guess I made mine the first tournament winning heroless? (Ironically enough, I didn't use S/P till priests, I used Babylon the Great and had to do ruling fights to make sure it was a human.)

I won my first tournament with a Heroless deck on March 17, 2007. It was a local. I went on to win two more locals and a district, and I placed second at Regionals that year. I thought I remembered that being the first time a Heroless deck won a tournament, because up to that point, you had won games but no tournaments.

Anyway, Heroless has a long and storied history that is apparently shrouded in mystery. Wherever it came from, it was once a ridiculous deck concept that turned into a great deck type.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on February 13, 2010, 09:37:26 PM
Hm, you are correct. I forgot about that.

So
2002 - Heroless Made? - MetalPsalm
2004 - Heroless takes form - RR
2005 - Heroless places 25th at nationals. - RR
2007 - Heroless considered archetype - RR?
2007 - Heroless wins tournament - Prof. Alstad
2008 - Heroless places 15th at nationals - RR
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on February 13, 2010, 09:39:46 PM
Hm, you are correct. I forgot about that.

So
2002 - Heroless Made? - MetalPsalm
2004 - Heroless takes form - RR
2005 - Heroless places 25th at nationals. - RR
2007 - Heroless considered archetype - RR?
2007 - Heroless wins tournament - Prof. Alstad
2008 - Heroless places 15th at nationals - RR
2010 - Heroless places 1st at nationals in MN - RR?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on February 13, 2010, 10:01:35 PM
or FL ;) and MAYBE, I actually was only 1 loss + differential from top 3(I think) and thats cuz I forgot my art pile
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: metalpsalm on February 14, 2010, 03:51:38 AM
My deck was made at AW(right after nationals 04'). I had heard of heroless as a joke but had never seen one...
So, I made the first one that was a joke, and others made the ones that won? I can accept that!  :D
Quote
So
2002 - Heroless Made? - MetalPsalm
2004 - Heroless takes form - RR
2005 - Heroless places 25th at nationals. - RR
2007 - Heroless considered archetype - RR?
2007 - Heroless wins tournament - Prof. Alstad
2008 - Heroless places 15th at nationals - RR

I have arrived! [Does Happy Dance of Arrival]

Anyway, Heroless has a long and storied history that is apparently shrouded in mystery. Wherever it came from, it was once a ridiculous deck concept that turned into a great deck type.

Oh, man, when I first presented the idea, and took it to tournaments, the "Forests Echoed with Laughter"
The first one was called "Nobodies' Hero". I think this was it as memory serves:

Cards in deck: 54
Lost Souls: 7
   Lost Soul X 4 generic
   Lost Soul (female only)
   Lost Soul (N.T. only)
   Lost Souls (2-line)

Lamb Dominants: 2
   Angel of the Lord
   Son of God

Grim Reaper Dominants: 2
   Burial
   Christian Martyr

Fortresses: 3
   Goshen
   Kingdoms of the World
   Potter's Field

Artifacts: 4
   Holy Grail
   Holy of Holies
   Priestly Breastplate
   Tables of the Law

White Hero Enhancements: 1
   Lamb's Righteousness

Red Hero Enhancements: 3
   Empty Tomb, The
   Power of the Cross
   Sound the Alarm

Gold Hero Enhancements: 2
   A New Creation
   Peace

Green Hero Enhancements: 4
   Repentance
   Search
   Stone Cut without Hands
   Unity in Christ

Blue Hero Enhancements: 6
   Alabaster Jar
   Baptism
   Chastisement of the Lord
   Courage
   Cup of Wrath
   Obedience of Noah

Purple Hero Enhancements: 1
   Ezekiel's Stick

Crimson Evil Characters: 3
   Fallen Angel
   Gomer
   Red Dragon (Unlimited)

Pale Green Evil Characters: 3
   Beast from the Sea (Warriors)
   Messenger of Satan
   Roman Jailer

Black Evil Characters: 2
   Goliath
   Lot's Wife

Gray Evil Characters: 3
   Job's Wife
   Saph (Warriors)
   Saul/Paul

Brown Evil Characters: 2
   Beast from the Earth
   Esau

Multi-Color Evil Enhancements: 1
   Dance of Death

Pale Green Evil Enhancements: 1
   Stocks

Black Evil Enhancements: 2
   Ancient Evil
   Net

Brown Evil Enhancements: 2
   Cage
   Gibeonite Treaty
(it was probably 63 with sites... I've slept since then, but this is the gist of it)

And now, we return you to your regularly scheduled programming
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: hi123 on February 14, 2010, 07:38:59 AM
immunity isn't that hard to stop. ignore is.
But arnt immunity, and ignore the same?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Red on February 14, 2010, 08:02:29 AM
nope immune means you can't kill me, ignore i walk by you.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Crashfach2002 on February 14, 2010, 10:38:47 PM
Plus ignore gives your opponent infinate initative, so they can play anything they want that doesn't target your character.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on February 14, 2010, 11:21:15 PM
immunity isn't that hard to stop. ignore is.
But arnt immunity, and ignore the same?
Immunity = Can not be effected by (Card that the first card is immune against)'s Attack */, enhancements or S.A. unless they are regardless of immunity/interrupt the immunity. You still need your attack to be high enough to kill the other person, because of this they only can play cards till their defense /* is higher than your offense */. After that it is a stalemate and initiative passes back and forth.

Ignore = Can not be effected by (Card that the first card is immune against)'s anything, you also kick them out of battle if they don't negate by the end of battle, because of this they have infinite ability to play cards.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on February 15, 2010, 07:47:54 AM
Ignore = Can not be effected by (Card that the first card is immune against)'s anything, you also kick them out of battle if they don't negate by the end of battle, because of this they have infinite ability to play cards.
Even further, Ignore means that neither the ignorer or the ignoree can effect each other at all. However, since the ignorer is always winning, the ignoree always has initiative until the ignore is negated.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on February 15, 2010, 08:55:59 AM
^ That is true, but only if every character on a side of the battle is being ignored. Once you start ignoring a few characters out of banding chains, things get a little more complicated.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on February 15, 2010, 10:17:26 AM
A little? Moar liek chaos incarnate.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: franta012 on March 02, 2010, 02:24:27 AM
I agree with what YMT has been repeating.  Obviously we can't do away with themes, and I like that the themes are being split up.  The problem, in my opinion, is that the themes are so powerful, players don't want to use most non-theme cards.  A competitive blue brigade deck will currently only be Genesis.  Older cards like Thomas aren't used often because they are simply not competitive enough.

I don't vehemently disagree with themes, I just basically wish that the majority of combos are not pre-made.  I remember coming up with sweet combos that were completely unique (well...probably unique).  In order to be competitive, one cannot be original (of course there are exceptions).  Just my .02 cents!



BTW, Bryon, thank you for this opportunity to discuss new possibilities!  We all appreciate the hard work that "ROSES" puts in.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: TheKarazyvicePresidentRR on March 02, 2010, 09:45:24 AM
My random thing with all this talk of themes. I'd like to see silver get a boost, I mean it was the first ever theme and has been getting very odd cards recently.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: marc on March 02, 2010, 12:53:33 PM
     only read to page 4 of the thread so idk if this has been mentioned but i would like to see a way to save a discarded EC. Only Seven Sons and two healing cards come to my head! too bad that Torment doesnt work against Aotl (even though the wealth of Good Healing Enhs. work against CM and Healing of Naaman doesnt even allow u to keep ur dag gum EC!) i can c how EC recursion and healing can b abused (imagine an Emperor Nero that wont ever leave with Household Idols and Lampstand up), but it would b nice to c just one card that can help out an EC (whehter demon, human, and agianst Aotl etc.) that cant be abused (by lets say Providing Angel...tho it would b wicked fun!)

theres that and i agree with the whole play first Enh. stuff for good. i live in constand fear of my Ecs being nuked in my territory! what to do...keep em in my hand (but darn it can only hold so many Ecs, Enhs, Heros, Dominants, and cards u cnat afford to let ur opponent see!) and the protect forts are so Char. specific (and discarded easily with Trumpet Blast, Samsons Sacrifice etc.) that a hardcore FBN guy like me takes a hard blow agianst AoCp. oh well.

Go FBN!!!  ;)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Professoralstad on March 02, 2010, 01:37:42 PM
(imagine an Emperor Nero that wont ever leave with Household Idols and Lampstand up),

Philistines has a way to do almost exactly that: For the cost of just one evil card, which can be recurrable if you play it right, you can use Philstine Outpost to retrieve Philistine Garrison from the discard pile.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on March 02, 2010, 02:48:29 PM
(imagine an Emperor Nero that wont ever leave with Household Idols and Lampstand up),

Philistines has a way to do almost exactly that: For the cost of just one evil card, which can be recurrable if you play it right, you can use Philstine Outpost to retrieve Philistine Garrison from the discard pile.
which is why I play FBTN! oh... wait...
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: RTSmaniac on March 02, 2010, 07:55:13 PM
Trumpet Blast!
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: marc on March 05, 2010, 05:42:34 PM
yeah that slipped my mind, however that can be broke up by any fortress killer (tho still effective). i guess i was more focused on a straight-up evil healing card, that would be a much harder combo to kill (assuming ur oppenent doesnt play that wonderful FBN stratagy to negate Providing Angel). do u think that evil could use a bit more healing, recursion, etc. that could be used for any EC, professorA?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on April 24, 2010, 12:53:52 AM
Thank you all again for your input on this thread.  We are a couple days out from the finish line on The Disciples, and your input was very helpful.  Once again for the record, these were the numbers we used to build counters into The Disciples set:

A quick tally of "Top things to stop" is below.  The number of "votes" follows each:

Fortresses: 9
Pre-block ignore: 9
Dominants: 7
Play next/play first/play pre-block: 5
Deck-hurt (discarding or removing cards from opponent's deck): 5
Artifacts: 4
CBN battle winners: 4
Site Lock: 4

The "top things to stop" list will look a little different next year.  ;)

Oh, and a little "insider trading" info: expect the price of the "N.T. hero only" Lost Soul to drop a bit by late August.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on April 24, 2010, 12:55:08 AM
very happy to see doms, forts, and pre-block ignore at the top.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Bryon on April 24, 2010, 12:58:00 AM
very happy to see doms, forts, and pre-block ignore at the top.
We ending up hitting evil forts a bit softer than I'd anticipated.  It was too important to keep the territory protection.  Still, they do get hit.  :)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Minister Polarius on April 24, 2010, 01:03:23 AM
I'm glad they get hit, but not nerf hammered.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on April 24, 2010, 10:51:09 AM
very happy to see doms, forts, and pre-block ignore at the top.
We ending up hitting evil forts a bit softer than I'd anticipated.  It was too important to keep the territory protection.  Still, they do get hit.  :)
This sounds very, very promising.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on April 24, 2010, 06:32:31 PM
Oh, and a little "insider trading" info: expect the price of the "N.T. hero only" Lost Soul to drop a bit by late August.  :)
I can't see how it will, considering right now only 2 strategies use NT's, and the other ones will be hard to add to in just one set.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Master KChief on April 24, 2010, 06:38:36 PM
yeah, that comment was pretty redundant to begin with since the next set is disciples after all...
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Gabe on April 24, 2010, 08:01:52 PM
I can't see how it will, considering right now only 2 strategies use NT's, and the other ones will be hard to add to in just one set.

I'll assume your talking about White (NT Females) and Gold (Luke).  Angels also have a decent amount of NT characters, but they can't really hold their own.  We'll probably never see enough NT Priests to matter.

In a set called "Disciples" I expect to see at least a few of the Disciples reprinted.  Will they all get put into one brigade, two brigades or three brigades?  Will they be scattered among all the brigades like in Apostles? 

I have a feeling that they won't be printed in any of the four brigades mentioned above.  Which of the remaining four brigades (red, green, purple and blue) do you think will get them?
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Lamborghini_diablo on April 24, 2010, 08:41:50 PM
My bet money is on Purple and Blue.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: BubbleBoy on April 24, 2010, 08:42:49 PM
Which of the remaining four brigades (red, green, purple and blue) do you think will get them?
I think Green is the most likely, as the only two cards in the game that reference disciples are Martha's Hospitality and Ordained as a Disciple. Not to mention a few of the disciples can be classified as prophets. Purple or Blue are also likely, but hopefully Deacons will get one (if not both ;D) of those two brigades. I highly doubt Red will get disciples, especially knowing what I already do about the new set, and I also highly doubt that the disciples will be scattered, as the playtesters have voiced their opposition to this already. (Look for that one thread where someone (Sean or Pol I think) made a set of disciples reprints and you should find this.)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Gabe on April 24, 2010, 08:58:40 PM
I think the personalized cards we can get at Nats this year give us a pretty good clue that Deacons will be purple and blue whenever we get more/better reprints of those.
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: xCaLeBx on April 24, 2010, 09:01:54 PM
Caleb
Blue Deacon
May band all deacons in play into battle
identifiers: annoying sarcastic troll
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: Warrior_Monk on April 24, 2010, 09:16:49 PM
Caleb
Blue Deacon
May band all deacons in play into battle
identifiers: annoying sarcastic troll
you're a hero?

Spoiler (hover to show)
Title: Re: REQUEST: What is too hard to stop? What needs more counters?
Post by: xCaLeBx on April 24, 2010, 09:18:31 PM
well at least I have an Identity unlike king jo *rim shot*
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