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DISPEL THIS!
http://redmine.mygui.info/forum/viewtopic.php?f=4&t=2015
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Author:  Keyser [ Thu Jun 03, 2010 8:34 pm ]
Post subject:  DISPEL THIS!

If the definition of a card being OP is that card being played early in the game and causing the game to, for all intents and purposes, be decided at that point... then Dispel Flux is OP.

Consider:
Turn 1) Base, creature with good movement and/or vision
Turn 2) Place a construction site
Turn 3) Dispel Flux.

IF your opponent didn't place a construction site on turn 2, odds are they lose the game at this point.

I've found this to be true when I've played against Dispel Flux and when I've played using Dispel Flux.

Author:  yaron [ Fri Jun 04, 2010 12:32 am ]
Post subject:  Re: DISPEL THIS!

I'm not sure I understand this scenario.
If they didn't do anything on turn 1+2, wouldn't they play their 2nd domain first thing on turn 3, leaving 2-3 flux?

Author:  Keyser [ Fri Jun 04, 2010 1:16 am ]
Post subject:  Re: DISPEL THIS!

For example:

Turn 1) Graveyard, Red Imp
Turn 2) walk Imp to see flux well, place Dank Pit c site
Turn 3) Dispel Flux

Author:  Zblader [ Fri Jun 04, 2010 2:06 am ]
Post subject:  Re: DISPEL THIS!

I'll make it simple: I don't get it. How can this change anything, especially if your opponent has a creature and most likely their second building out already?

Author:  Psyclone [ Fri Jun 04, 2010 3:00 am ]
Post subject:  Re: DISPEL THIS!

The problem is when your opponent doesn't have his 2nd building out yet and is going to put it out on turn 3... but you zap all his flux.

At the start of turn 3, it's very common for your opponent to have a scout out and sitting on 7-8 flux. If he doesn't have first play on turn 3, or if he doesn't put a building/c-site out immediately, then Dispel Flux can be game deciding.

Author:  queeshai [ Fri Jun 04, 2010 5:51 am ]
Post subject:  Re: DISPEL THIS!

as I noted in this thread, I think dispel is one of the more powerful cards in the game. I also think most people do a poor job of preparing for it, especially when facing someone like me in constructed (given that I am a known prolific user).

anyway, I tried to imagine the worst case scenario and came up with this: on round one, each player casts a base. player one casts a falcon, player two a dwarven warrior. on round two, player one casts a treeherd and player two moves their warrior. player one does not move falcon so as to be able to go first next round. at the start of the next round, player one casts dispel wiping out eight flux of player two.

so, in that worst case scenario, a four flux advantage is gained for one card. for comparison, np is *always* worth three flux (and three corpses) for one card. same for gather spirits. I realize this isn't apples to apples since, in the case outlined above, the disadvantage could be realized by round three. on the other hand, dispel is unaligned and could be used by anyone. why more people don't is beyond me.

I think dispel also gets a bad name because, in the later part of a game, it is used when the dispeller is ahead, often further cementing their advantage or winning the game. the last thing the loser remembers is dispel. anyway, I'm biased because I use dispel so much. but, that being said, even in my non-rush decks, I have never felt cheated by a dispel played against me.

Author:  CaveTroll [ Fri Jun 04, 2010 6:53 am ]
Post subject:  Re: DISPEL THIS!

I dont know if i would put this card in the OP category, but it defenetly belongs in the "very boring way to lose category" together with discard and alternate ways to win. I feel this way because it makes you lose, not because you play your cards in the wrong way, but because you dont get to play your cards.

Author:  Voices [ Fri Jun 04, 2010 8:35 am ]
Post subject:  Re: DISPEL THIS!

Dispel Flux can be game deciding early on but it obviously all depends on the deck you play and play against as well as the draws. As CT says, it is not entirely clear whether this makes it OP since other cards can also be game deciding early on (Ord Stone?).

I personally think it is the most boring card in the game. It completely encourages people to play rush decks and I think they are so unbelievably boring that I can't find the words for it. Pack loads of the cheapest creatures and a couple of cheap buildings and you have a competitive deck. Screw all cards that make for a fun game, let's see if your weenie is better than mine! Dispel Flux if someone disagrees!

But the again, and contrary to what many people on the forum seem to believe, cards are not OP because they are not fun to play with/against. That a card is not fun to play is surely not what makes a card OP; it is one possible consequence of it being OP. Thus, if I find Dispel Flux boring that really does not say anything about whether it is OP. Some people apparently thinks that it is a fun card :)

Hm... I am not sure what I am trying to say in this post... I just don't like the card and it makes for, in my view, a very boring TFW experience.

Author:  Dublone1870 [ Fri Jun 04, 2010 11:08 am ]
Post subject:  Re: DISPEL THIS!

Yaron had a good point in another post, about cards that negate more strategies than they enable. Dispel Flux might be an example of that.

The main use I've seen from Dispel Flux is keeping people from going straight to the second domain, by dispelling 6 flux on turn 2. Trying to play two 7 flux domain sources becomes difficult, which could be said to limit 2-domain decks: having two kind of basic bases to ensure long term domain access is a bit hazardous.

I think Dispel Flux does something good when it comes to keeping players from amassing huge amounts of flux. It's bad for the tempo of the game when one player sits quite idle until he finally draws an Ord Beast or something similar, and then wrecks the board in one turn. Not that it's a huge problem.

Author:  queeshai [ Fri Jun 04, 2010 7:25 pm ]
Post subject:  Re: DISPEL THIS!

upon further thought, it is difficult for me to see dispel on round three as being more powerful (or even close to) some of these other early games scenarios, most of which also only require a single non-autodraw card (unless otherwise noted):

ROUND 1
ord stone
trade routes
trunk hermit, split well

ROUND 2
land of dreams
gaze on cyclododo (two cards)

ROUND 3
dispel
hadarck's fort on center well
turmoil/freehold (two cards, 50% success)
prospectors and walled outpost (two cards)

ROUND 4
turmoil/freehold (two cards)
flash flood and reef (two cards)
3 domain, blind assassin, 2 flux scout (two cards)
3 domain, paladin of xosa, 2 flux scout

and plenty of others to choose from.

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