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 Post subject: If I Ran the [Far Wilds] Zoo - Chaos Non-Creatures
 Post Posted: Thu Nov 05, 2009 10:49 pm 
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Joined: Sun Aug 30, 2009 11:09 pm
Posts: 51
More opinions before the beta ends.

Quorum Stone
If Autodraw stays, this shouldn't have it, as you can then draw a domain you can't use. Also, this could probably be a base.

Furnace
Change the ability cost to discard 1 card, dim, and maybe a flux.

Yarnaga's Laboratory
Remove Aquatic from the random abilities that can be gained. While it's thematic, this card really doesn't need any drawbacks at all. Without a card that can repeatedly make Mutants, like The Cortex can do for Psions, I don't think this card will ever be good.

Shrine of Cathil
Needs an ability. Compare it to Storm Factory. Maybe this could make creatures Mutants?
*Idea*
Let Vessel of Cathil make the enchanted Creature a Mutant. Then give Shrine: "(6, Dim): Adjacent creature without Vessel of Cathil is enchanted with Vessel of Cathil." At 3 domain, additional domain giving shouldn't be too stong.

Prophetic Lunacy
Change it to Isolation (3). 4 is too harsh. Also, I think it would be better if it read "Enchant Creature. Enchanted Creature has Isolation (3) and (Dim): Draw a card." That way it can be used against opponent's creatures in unusual circumstances.

Offending Musk
Should be dropped a domain level.

Tentacles of Lycaron
Increase the range to 4.

Astral Confusion
Remove Unique. When it got changed, it actually lost quite a bit of utility, as it could "hide" the other enchantments from Negate and Disenchant if the opponent couldn't see the Luminescence that was created. Also, the Luminescence you receive is actually weaker than a regular Luminescence, since it can be killed by Disenchant.

Double Agent
Reduce the flux cost by 1.

Reoccuring Dreams
Can be dropped a domain level. If you keep it at 3 domain, it's cost can be dropped a flux.

Psychotic Break
This is better than Possession. It should cost 1, maybe 2, more flux.

Spite
This is an extremely narrow card. It never provides a flux advantage and always results in card disadvantage. They should lose at least X+1 flux.

Defection
I think this should get a creature with flux cost x or less. The fact that you already have a chance to get a creature worth less than you pay is enough risk for the card.

Gleb's Revitalizing Elixir
I'd really like this to cost X flux and target X creatures you control.

Interference
Should cost 1 less. Discarding a card is a huge cost.

Dance - Should drop a domain. It looks stronger than Call from the Pit, buy you don't have near as much control.


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 Post subject: Re: If I Ran the [Far Wilds] Zoo - Chaos Non-Creatures
 Post Posted: Fri Nov 06, 2009 7:00 pm 
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Joined: Sat Jul 04, 2009 7:27 pm
Posts: 58
Uncas wrote:
More opinions before the beta ends.
Offending Musk
Should be dropped a domain level.


Not really. It is fine as it is. We shouldn't allow a scout killer to be cast at 1 domain.
Uncas wrote:
Tentacles of Lycaron
Increase the range to 4.

again: it would give the card very high power. It is fine as it is.

Uncas wrote:
Psychotic Break
This is better than Possession. It should cost 1, maybe 2, more flux.

I told in several other topics: remove this card. Or make it a rare and 3CCX cost. Too much power and game breaking for a splashable common card.
Compare to Charm. Charm is fearsome, but you can play around it> just move away of the charmer's creatures. But nothing can save you from Break.

Uncas wrote:
Gleb's Revitalizing Elixir
I'd really like this to cost X flux and target X creatures you control.

You are asking too much. Powerful enough as it is.

Uncas wrote:
Dance - Should drop a domain. It looks stronger than Call from the Pit, buy you don't have near as much control.

I love this card. But I wouldn't like to be played at 2 domain. Fine as it is.

Good work Uncas, I agree with all your other suggestions.


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 Post subject: Re: If I Ran the [Far Wilds] Zoo - Chaos Non-Creatures
 Post Posted: Fri Nov 06, 2009 7:27 pm 
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Joined: Fri Jul 31, 2009 9:12 am
Posts: 270
I'm just seconding everything PredatORC said, most of the original suggestions are good I think. More about Tentacles: it is quite good already. Remember, it can ground an aloft creature, and has many, many other uses as well, for a cheap cost and reusability.

In addition, I don't agree Psychotic Break is better than possession. Both are some of the nastiest cards against creatures out there though, so all I'm saying is if Break gets nerfed, Possession should too.


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 Post subject: Re: If I Ran the [Far Wilds] Zoo - Chaos Non-Creatures
 Post Posted: Sun Nov 08, 2009 4:46 pm 
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Joined: Sun Aug 30, 2009 11:09 pm
Posts: 51
Offending Musk
I really think that this is worse than Black Plague. I could see this costing 2 domain if it activated after taking an action with the enchanted creature, but since it activates at the end of the round, it's a lot easier to play around.

Tentacles of Lycaron
This is a card that I really wanted to like, but after playing with I was very unimpressed. I found it very easy for my opponent to play around. Could you please list some of the many, many uses it has, headshot? I honestly don't see too many practical uses for it.

Gleb's Revitalizing Elixir
I know I'm probably asking too much for this one, but I do think it needs some sort of buff. As it is now, "powerful" is not a word I would use to describe it. Honestly, I could see a card that undimmed a creature you control cost 1 flux and have no drawback at all. Manipulation might cost twice as much, but it is far, far more versatile. While Manipulation is a card that I am happy to include in a deck, due to it's usefulness in a variety of situations, Gleb's Revitalizing Elixir is a card that I will play with very rarely, if ever, as it is only useful in very few situations.

What if the Elixir gave the creature +1 Attack also? Do you think it would be too strong then? I think it would balance out the drawback quite nicely.

Dance
I'll go ahead and recant my earlier suggestion. It probably is fine as it is.


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 Post subject: Re: If I Ran the [Far Wilds] Zoo - Chaos Non-Creatures
 Post Posted: Sun Nov 08, 2009 7:29 pm 
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Joined: Fri Jul 31, 2009 9:12 am
Posts: 270
Apart from grounding alofts (which is very useful), tentacles is useful for both your own creatures and opp's creatures in a variety of situations. The key to it's power is versatility. Can't get to a hard-to-reach construction site in time? No problem, tentacles will take you there. It helps with general terrain screw as well.

Mainly it will be used on opponents though. Try it with Island Banishment, Naturescaping, cloudburst etc. and be amazed! Steam Vents will be pure ownership as well, placed close to opponent's base with Tentacles on the same space.

It's no worse than Draknor's Chain and that one is an extremely powerful card (not OP though). Draknor's has the advantage that it can attach to any range and is almost impossible to destroy. Tentacles' advantage is cheaper cost, ability to choose spot other than under a building and grounding alofts.


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