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Variants and Fan Cards / Re: Noob's Expansion - Part 2 - Come rip it apart even more...
« on: November 23, 2011, 11:53:23 am »
You guys are great, I really hope I run into some of you at a gaming convention one day. I'd really like to buy all of you a beer.
Qvist - Yeah testing showed the card to not be quite as broken as it would appear, well said. The trick to beating it was being agile enough, that you could counter-attack nearly as often, but then also build a more agile/robust engine. Summon was a "simpler/easier" route, that often worked, but often there was a better, subtler way to win. Removing the +1 Action would, I fear, leave it dead on the board in a lot of games.
I don't think it works at all as a terminal card (or at least I think if its terminal it's a 2$ card). In the situation where you had no ations on the stack, you really wouldn't do anything but tutor your first treasure and so the average gain would be maybe 2$ in the later rounds and far, far worse in the early rounds. On the situation where you got both terminals (Summon+the card you want to tutor for), well the situation is worse. You'd "hit the lottery" on a Village+Summon draw, it means you could tutor the marquee terminal and play it, but that is a lot of work and not easy to ensure you get that. You could build an engine to get that, and if you've built an engine, you don't really need the Summon. Not to mention, the design would ensure you'd never want more than one. But then I guess a lot of terminals wind up being like that. Summon's "appeal" is a fast, quick, instant engine to launch attacks (or some other strong terminal). It soars early, sputters late and isn't particularly agile, but can be extremely effective.
You assessed the card perfectly (in fact it took you just a few minutes to deduce what it took me 100 games to arrive at, I really marvel at how well you guys assess and judge cards). The card is overpowered when a card like Witch or Torturer is in the Kingdom and really lousy when other obvious engines are there. Your 4$ advice, I think is literally right on the money, if you'll forgive the pun.
DStu - Another superb post from you. Cheers. This line summarizes the issue beautifully:
I think given the analysis from DStu and Qvist, I'll bump the price to 4$. Play test it and see how it goes.
Much obliged, for this, thank again.
Qvist - Yeah testing showed the card to not be quite as broken as it would appear, well said. The trick to beating it was being agile enough, that you could counter-attack nearly as often, but then also build a more agile/robust engine. Summon was a "simpler/easier" route, that often worked, but often there was a better, subtler way to win. Removing the +1 Action would, I fear, leave it dead on the board in a lot of games.
I don't think it works at all as a terminal card (or at least I think if its terminal it's a 2$ card). In the situation where you had no ations on the stack, you really wouldn't do anything but tutor your first treasure and so the average gain would be maybe 2$ in the later rounds and far, far worse in the early rounds. On the situation where you got both terminals (Summon+the card you want to tutor for), well the situation is worse. You'd "hit the lottery" on a Village+Summon draw, it means you could tutor the marquee terminal and play it, but that is a lot of work and not easy to ensure you get that. You could build an engine to get that, and if you've built an engine, you don't really need the Summon. Not to mention, the design would ensure you'd never want more than one. But then I guess a lot of terminals wind up being like that. Summon's "appeal" is a fast, quick, instant engine to launch attacks (or some other strong terminal). It soars early, sputters late and isn't particularly agile, but can be extremely effective.
You assessed the card perfectly (in fact it took you just a few minutes to deduce what it took me 100 games to arrive at, I really marvel at how well you guys assess and judge cards). The card is overpowered when a card like Witch or Torturer is in the Kingdom and really lousy when other obvious engines are there. Your 4$ advice, I think is literally right on the money, if you'll forgive the pun.
DStu - Another superb post from you. Cheers. This line summarizes the issue beautifully:
Quote
I think, coming from rinksworks thread it really seems somehow wrong to let you play $5 cards for $4, but when you want to do this you are so limited in your strategy that is is not a big deal
I think given the analysis from DStu and Qvist, I'll bump the price to 4$. Play test it and see how it goes.
Much obliged, for this, thank again.