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Nous sommes actuellement le 01 Janvier 2026, 23:18
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Message Publié : 19 Octobre 2013, 23:35 
Aventurier

Inscription : 06 Juin 2013, 03:49
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Also isn't useful because it activates after the fight, so it's already going to take 2 turns to have any effect and by then it's too late.

The only thing I can think of doing is adding Ice Crystals and Dragon's eye, but I can't chain to or from either of those cards.


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Message Publié : 21 Octobre 2013, 13:03 
Guémélite

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Nick_Shively a écrit :
Also isn't useful because it activates after the fight, so it's already going to take 2 turns to have any effect and by then it's too late.

The only thing I can think of doing is adding Ice Crystals and Dragon's eye, but I can't chain to or from either of those cards.


You and I both know that for pure mage deck is a killer (just like to Immortal/Priest decks).

Mage do NOT have anything to counter it once it is in play. Equipping or playing Actions to not remove the fact that:

1) The first turn it comes into play, more often than not result in the death of your mage character in battle.

2) The 2nd turn, pure mage deck will not have anything to remove its effect. Even if the effect is removed (by another action card or something), you still cannot select any spells when selecting your cards from hand. Again, another loss of character.

RESULT: 2 mage characters dead (with no damage taken by opposition characters OR DRAWBACKS) using ONE CARD.

So it is a complete shut down of any pure mage decks... PERIOD. is usually played in the middle of the game, where your mages are almost dead. And soon after when your last mage does the last stand against their last character.

So, I do no understand the argument whereby mages have counter for this because they DON'T. Equipping any equipment or activating actions will not result in your mage surviving the second onslaught. Only a mage player will know that because if anyone stated anything otherwise have NOT play a mage deck against this card.

It is a ridiculously powerful HARD COUNTER against mages WITHOUT DRAWBACKS. Using will force the user to lose 5 lives (which is more than enough to kill of a mage on its own at mid-game). This grant DEFENSE BONUS to Warriors.

[vent]FREAKING PLAYTEST YOUR CARDS BEFORE RELEASING THEM[/vent]


Dernière édition par Magius le 24 Octobre 2013, 16:09, édité 1 fois.

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Message Publié : 24 Octobre 2013, 15:08 
Néophyte

Inscription : 05 Février 2013, 01:56
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where is my "physical and direct damage are nullified for this turn and the next one. chain spell" trophy????


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Message Publié : 28 Novembre 2013, 16:35 
Immortel
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some extra ideas

golems can play dark stone
the only good non-spells played by mages are legendary actions

the backfire of settlement is the guild swap (if you are not nehant/mercenary), and still they can play cards normally with the other characters

boss characters are braindead, only bad players keep playing for a long time with them/using them in co-op events, you can do some test in level room, but farm crystals in lvl room with them... i will see you in the doom, from the heaven

theres a difference between dissidence and this card, you have to play dissidence with the correct timing (sometimes round 2 or 3) to use it 2 fights or more

this is the situation (dissidence played like 1 first card with initiative in round 2 or 3, mage vs warriors/marauders)
by a pure mage that plays dissidence = 0-6 damage done (first fight), full damage (second fight)
by a warrior/marauder = 5 or more damage done (some new cards can play dissidence and chain a card), full damage second fight

then a mage could take 5 or more dmg when he do 0 or up to 6 (playing dissidence or being countered by it)
a marauder/warrior deal normal damage, 5 or more (playing dissidence or being countered by it)

now settlement
ignores spells 0-5 dmg*2 rounds vs 5 or more in the first round+5 to X full damage in the next round
thats all

a lot of people get mad because of -100 hp of a thunderstroke when in times of academic lesson, and now the new 1 round game menacing sky combo, right?
now, why people have to shut up when a "silence" per 2 rounds skills card is released?



mages win games playing spells, then, mages played spells, then, mages wins games

now

mages win games playing spells, then, forbidding to mage decks to play spells, then, they cant win

we need to understand why this deck is op

1° this deck is subject to an otk with ease, you dont need a lot of luck in the chain of thunder spells, that is because the reduced amount of thunder spells in the deck (3 sky, 3 spark, 1 lightning bolts) its easier to get the desired combo

2° setup: (izandra's debuff/maquis's bonus damage) having to draw less cards to win (because they activate at the start of the game) its like playing more cards right? we have a spiritual guide and a vendetta in game, and they cant be discarded

maybe in the last true trio of pirate characters (with old deck) the damage of this decks would be increased in 24 (with the current pirate noz storm cards) points but with the -6 max spirit to the enemy team increase the total damage is up 50



3° the screw the rules smart idea:
you HAVE to play that combo, you need to play like 12-14 (+ izandra+marquis) more or less cards in that combo (guess what, there is no thunderstroke anymore, they finish you with aoe faster and just with a little less of overall dmg)

that is an issue, you cant release some cards with a fixed damage, like pocket shooter, then you have a card that makes X damage + 1 to 2 per thunder spell in play without a limit (lightning blade [i know nobody use this card in the aoe version, and the aoe card has a limit]) because lightning blade is balanced only to a 2 lightning spells played per fight, when you stretch a rule (like the laws), and 1 or 2 decks do what they want with that rules, they f*ck the whole universe of decks(real world) that cant protect themself

and that's why settlement was released, because 1 mage deck became op, every single mage deck must pay for this, there is no way to beat this deck

then if we have a deck which can win in round 1, what we can do?

1° slow down it: classic control decks (balanced decks)

those kind of decks are slow (at least for now, they need set up) and boring, at least for room games.
its like uber ourenos era, he could win 3 games against another 3 different strategies, and the deck who can beat him is a classic corruption (slow deck), with low % rate at that time very unpopular, also corruption deck have a nemesis in that deck, eltarite heritage+dissidence/clumsiness

2° create another deck with the same capabilities

wrong idea. we dont need to speed up another deck, even if that deck is a mirror force only against thunder, people get mad about that, thunder players and balanced/slow decks players

3° create a faster deck

this is not the case, because we reached the fastest possible win
if you dont/cant remember my last post about nerfs, some decks playing 4 cards in 3-4 rounds were nerfed, so its not the answer


4° create counters against that deck

looks like this doesnt works, because we have a lot of unbalanced counters to be used, counters against mages are getting worse


support strategy (fire spells/counters against dark stone heart, etc) not a big deal (for now)

main strategy (thunder) can 1 shot almost everything

here is the pic of 1 of the first played games of the deck in elo, i dont know if he is the first author of the deck, but NO ONE USED THIS CHARACTERS before maybe he was 1 of a couple of guys that have the idea, maybe at the same time

Image


there is 1 argument used always by the owner of a deck, "this deck cant win amnezy"

thats because your deck, the "best" of all decks is easy to counter

a deck full of counters and a small but powerful strategy can be the winner of amnezy

human centorium deck, full of counters, won like 5-6 times in a row amnezy (the same player)

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Message Publié : 08 Janvier 2014, 03:50 
Néophyte

Inscription : 06 Février 2013, 21:16
Message(s) : 3
This card needs to go.

The game is no stranger to hard counters. Indeed, most competitive decks can be built in a way that incorporates a number of hard counters, whether they are generic (like ) or guilded (such as , , or ). Those sorts of cards have the potential to block key cards or break opposing combos, and do so in a way that can change the momentum of a battle. They are an acceptable – and indeed, a necessary – part of a complex metagame.

(‘SOS’) is something entirely different. When played, it nullifies all spells for two turns. For the person playing mages against it, SOS will almost always result in defeat – either immediately, or on points.

Compare that effect to the effect of three hard counters which have already been banned from Global mode: , , and . Dissidence effectively blocks a character from using guilded cards for three turns. This means that skilled users can ensure that an opposing character would have the card attached to them for two fights. On the turn it was played, Dissidence could very likely mess up that player’s turn. But with proper deck-building, (for instance, running a few RoD in a mage deck) it is possible to play around Dissidence.

The secret of the Crow had the potential to counter two opposing cards, provided the opposing character had either 1 or 0 spirit. It could be easily avoided by using spirit buffing cards or card removal. The combat advantages an opponent could gain through the spirit reduction were situational at best.

And last, Hit by love. The card prevented the character from playing cards during that character’s next fight. It was difficult to play around, but it did not prevent the character from activating cards on the turn the opponent played Hit by love.

By contrast, SOS is a card that completely nullifies mage decks for two turns. The reply to this (from above) was that mage decks ought to include cards other than spells in order to manage SOS. And indeed, many mage decks do include non-spell cards – such as or The God of Evil. But these are cards are essentially utility cards. Save for the rarest of cases, they do nothing to help mages get closer to victory. The purpose of playing mages is to play spells; when you cannot play spells, the purpose of playing mages evaporates.

That presents another problem with the card. Mages have a pitiful attack stat. This is normally counterbalanced by the fact that they can chain spells. When they cannot play spells, they must rely on their attack stat, which is some small consolation. But SOS laughs at this by giving – for some yet-explained reason - a defence boost to the character that plays it.

What, then, are the card’s drawbacks? For one, it is only playable by mages and warriors. Why a standard mage deck would play SOS is beyond me, although it could theoretically have a place in a physically oriented witchblade deck. And for the warriors, one could argue that since these characters are slower to set up, they are ordinarily defenceless against mages. This may be the case for some warrior decks. But the top warrior decks – including and decks – can routinely hold their own against mages. Even those that struggle with mages have a number of tools at their disposal, including DSH, and the appropriate hard counters.

The other disadvantage is that it changes the caster’s guild to Nehant as a sort of self-imposed dissidence. But since the player is imposing this on themselves, they will generally be in a position to play around it. And since the guild change only affects one character, an opponent can simply select a different character the following turn.

Why, then, is this card considered by some to be necessary? The answer lies in a very specific type of mage deck: the two-turn-kill AOE-spamming thunder pirates deck. The one that uses to play half their deck at once, and that shreds all resistance with . But nullifying an entire class because one deck is overpowered is like using a sledgehammer to crack a nut. If thunder pirates are the problem, then targeted counters are the solution - including, for instance, a card that limits the number of cards that your opponent can activate in a turn. The solution is not, however, to render an entire class, and the array of decks that can be made from it, nugatory.

In summary, this card deserves a ban, a nerf or both. It renders an entire style of play useless, and does so with no real drawbacks. For the mage player, it spells defeat; for the player using it, one card slot will almost certainly grant them a victory. In the interests of balance and a lively metagame, SOS must go.


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Message Publié : 10 Janvier 2014, 12:28 
Eminence
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have you never played vs noz blast or thunder lightning?
This card is necessary. Evn playing it doesn't guarentee a win...
You can't OS while playing this card. It gives no attack bonus, no chain and changes your guild; making it really hard for you to significantly increase your attack...
You're talking about settlement of scores vs pure mage; but what about equinox battle vs all the others?
Stop raging about this card. If it wasn't there, mage would be unstoppable...
Besides, there are a few non spell cards that are good toolbox and help prevent the empty turn...

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-espèce d'enfoirés!"


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Message Publié : 10 Janvier 2014, 12:32 
Guémélite

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skadooosh a écrit :
Besides, there are a few non spell cards that are good toolbox and help prevent the empty turn...


Please enlighten us with those if you can for a pure mage deck :)


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Message Publié : 11 Janvier 2014, 06:47 
Immortel
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skadooosh a écrit :
You can't OS while playing this card.


maybe not now, maybe not today, but some day, you could do it, and why the mage have to be full hp? you can use it in the last 2 rounds (maybe) and win

i know, SOME mages are totally unbalanced, but what if i want to play with normal mages? why i have to pay for someone else's powercreep

mage with full hp, only settlement played:

Image

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Message Publié : 13 Janvier 2014, 02:05 
Aventurier

Inscription : 12 Février 2013, 18:49
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I learnt not to take the whole card creation seriously. The only good thing is the art. Quilingo has a new system to take out the power cards. There could be a similar system for all tournaments, but the load of the cards should be kept longer I think.
Many have said that playing too many cards ruins the game. on the other hand is one of the few cards in game that has the ability to block that same ammount of cards.

I think that , should stay as long as more that 4-5 cards need to be countered per turn.

Or there should be items or other permanents that block players to activate many cards per turn. No card game that includes drawing cards in every turn is good when you can play way more cards than you can draw.


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Message Publié : 23 Janvier 2014, 04:15 
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DalarasCroft a écrit :
I learnt not to take the whole card creation seriously. The only good thing is the art. Quilingo has a new system to take out the power cards. There could be a similar system for all tournaments, but the load of the cards should be kept longer I think.
Many have said that playing too many cards ruins the game. on the other hand is one of the few cards in game that has the ability to block that same ammount of cards.

I think that , should stay as long as more that 4-5 cards need to be countered per turn.

Or there should be items or other permanents that block players to activate many cards per turn. No card game that includes drawing cards in every turn is good when you can play way more cards than you can draw.



I don't mind But there should be a equivalent for stopping actions, and an equivalent such as deflection for physical attacks. Should see my suggestions...for cards such as these. I believe what I have there is fair. against any normal physical decks I don't care but the against the Sap Heart Warrior Meta even without settlement of scores it's tough for any normal mage deck even the thundermage decks have issues against it. and then you add SoS on top of that, only times I beat that deck is if I am lucky. Remember the lightning mage has an easy counter in , which I believe can be used by any character in game. Mages have very limited countering in comparison to melee. Balancing things is good for the game...

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