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  • Skaak#1st! commented on the post How Good Is Card Draw?:

    Jul 26, 2018 PDT

    What planet do you live on? :P

    It's Planet Elephant Rider over here. Our local meta is pretty wonky.

  • Leonard03#9-oh commented on the post How Good Is Card Draw?:

    Jul 26, 2018 PDT

    if no one else plays [[illusion:power]] in the meta

    What planet do you live on? :P

  • Leonard03#9-oh commented on the post Draft Report #2:

    Jul 26, 2018 PDT

    That's fair I guess. I was thinking from the perspective of a Roto draft, where all cards are available to all players. I can see that if you only have a certain portion of the cards available to draft, it could cause problems.

  • albino_penguin#09hg published a deck!

    Jul 26, 2018 PDT

    Victoria Drawful

    Victoria Glassfire

  • albino_penguin#09hg commented on the post How Good Is Card Draw?:

    Jul 25, 2018 PDT

    14/30 cards is still basically half your deck that you've seen

    If you include Hand Tricks, that could get as high as 17!

  • Skaak#1st! commented on the post How Good Is Card Draw?:

    Jul 25, 2018 PDT

    This would have to be a Vicky deck right?

    Pretty much. Maaaaybe Orrick, if no one else plays [[illusion]] in the meta and you can afford 1x of some dice. Guaranteed, card-less dice acceleration seems like a must if you're doing that heavy of a card draw first turn (and losing out on the one card you'd get from Saria/Namine isn't a big deal; 14/30 cards is still basically half your deck that you've seen, while your opponent has only seen 7/30--barring their own card draw shenanigans).

  • albino_penguin#09hg commented on the post Draft Report #3:

    Jul 25, 2018 PDT

    How many cards do you include in a draft? We tend to do 15 per player so we have a bit of space for creativity and hate-drafting.

  • albino_penguin#09hg commented on the deck Drafting #3b - Lulu Death Doll:

    Jul 25, 2018 PDT

    sorry for the wall of text

    Dont be, I have a wall of my own coming.

    I think I generally agree with your breakdown, but there are a couple of considerations beyond that.

    1. Living Doll's text is only good if you have dice left, whereas Nightshade Swallow's text is always a (defensive) threat to an opponent's units. A no dice Doll is little better than an exhausted Doll (unless you need chump blockers).
    In a turn where your last dice are used to play Massive Growth, I would advise giving the Doll MG - then both units can do work this round.

    Also when the Doll swings at your opponent's most important units (Hammer Knight, Crimson Bomber etc), your opponent has a tough choice.

    • Take the damage on the Phoenixborn (in which case the Flying Banana still defends my board);
    • Counterattack (which triggers a big Pain Link) and the loss of their unit; or
    • Let their unit die.

    Play Refresh the next turn to rinse and repeat.

    As their life total gets low, they cannot afford to Guard with the PB, and they cannot counterattack because of the threat of pain link so they have to accept the death of an important unit without making use of it's attack.

    So early game, favours Bananas, late game, Pincushions?

  • Cronos Genesis#9i6t commented on the post Draft Report #2:

    Jul 25, 2018 PDT

    What's the issue with Elephant Rider in draft? We just had a draft tournament recently, and the Elephant player was only able to win a single game.

    I said it has a tendency to get unfair. That coin has 2 sides.

    Also, I've noticed our drafted decks tend to play slower than a 'properly' constructed deck

    What and a lot of new player psychology are the main reason. Also in Europe we do not have official organized events because plaid hat sits on it's hands. So then i say draft i mean low player count kitchen table games where not all people have a play set of everything.

    One thing i would add is that elephant rider is a card that tends to trade 2 for 1 in draft. But it can happen that 2 parts of a combo are in the same hand so that i will most likely be split between multiple players.
    If you end up with a deck that could only hope to deal damage to the elephant rider over 2 turns with multiple creatures you are mostly boned. If the elephant player drafts Odette it can make for extremely binary gameplay.

  • Cronos Genesis#9i6t commented on the post Draft Report #3:

    Jul 25, 2018 PDT

    I think the rulebook suggest drafting them after the cards for sure.
    But Drafting changes a lot with the order of draftobjects :

    Cards > Phoenixborn > Dice is my standard

    But one can easily imagine :

    Dice > Phoenixborn > Cards
    which is a totally different thing. Obviously you would need to compensate for possible mana issues in some way. Make sure the draft deck contains cards of the draftable dice, maybe let people take 14 dice and then select 10 for play, stuff like that,

  • Cronos Genesis#9i6t commented on the deck Drafting #3b - Lulu Death Doll:

    Jul 25, 2018 PDT

    Not sure if Lulu was the best pick as you probably will regret attacking will all your minions in this deck.

    Also :
    Playing massive growth on living doll seems not too bad but i don't think it is better than not playing it on living doll.
    Compare as follows:

    If you go through all the possible interactions like attacking, blocking once, blocking x-times, with countering, without countering, never getting attacked etc. you will find that the best you can hope for is that the cost you pay for massive growth converts into 4 damage you may direct where you please.
    The reason you can't hope for 7 is because you will be able to deal 3 anyways. Only the difference can be attributed to the massive growth.
    Keep in mind this a optimistic best case.

    If you put massive growth on a living doll the cost of getting these 4 extra damage are at least : exhaust a living doll.
    But living doll has really good text so exhausting a living doll is a pretty high cost.
    You could however play massive growth on a nightshade flying banana.
    Then the cost of getting the extra 4 damage become : exhaust a nightshade.
    Not mathematically but at least subjectively this is cheaper.
    The nightshade however profits even more from this as he now can not be sniped as easily on the defense and also can legitimately block without countering.
    The same actions on the living doll have very different follow up situations. In most of them, the doll just dies at the end of the round or costs you like 2 [[basic]] to deal 2 damage with pain link.

    sorry for the wall of text

  • albino_penguin#09hg commented on the post Draft Report #3:

    Jul 25, 2018 PDT

    When do you chose phoenixborn?

    After the card draw. At this point we know the 15 cards each person has drawn, but not which ones they will choose to include in the deck.

    I find this allows a fair degree of creativity in the draft; you are not yet tied into a particular play style.

    In this draft, the only summon spells that came up were Summon Nightshade Swallow (me) and Summon Blood Puppet (her). She chose Noah to get a unit summon, I chose Lulu to try burn her out of allies (and thus options as I could recurr mine anytime).

    Do you normally draft PB's first?

  • albino_penguin#09hg commented on the post How Good Is Card Draw?:

    Jul 25, 2018 PDT

    Now the real challenge: survive turn 1 with 4 dice and a huge hand of cards. :-D

    I want to try Abundance, Changing Winds, Sleight of Hand, Summon Mist Spirit and Summon Squall Stallion.

    Drop in [[Ceremonial]] for some recurrable allies to discard before drawing.

    Or swap out the Stallions for Summon Shadow Hound and stack up that ping damage.

    This would have to be a Vicky deck right?

  • Skaak#1st! commented on the post On Conjuration Removal and overall Balance:

    Jul 25, 2018 PDT

    Isaac always builds in counters for mechanics in sets before the set they get released

    I really hope this isn't actually the case, because it's a terrible idea. Playtesting is all well and good, but there's no way PHG is going to have enough playtester hours to spend to accurately predict how cards affect the meta 4 release cycles in advance (Freezing Blast came out with Rin; then Leo/Vicky, Odette/Namine, and Echo/Jericho were released before Koji/Astrea finally hit and status tokens were a going concern). Note, too, that Isaac didn't actually design Koji+Astrea (or anything since then). I suspect Freezing Blast was released on spec under the assumption that they'd do something with status tokens at some point, given that they're a token included in the base set but are barely utilized. Or maybe they though at that point that Maeoni was going to run away with the meta? :-)

    We'll have to wait and see how Sembali actually ends up shaping the meta, but I'm pessimistic about her at the moment for the reasons I mentioned.

  • Cronos Genesis#9i6t commented on the post Draft Report #3:

    Jul 25, 2018 PDT

    When do you chose phoenixborn ?

  • Cronos Genesis#9i6t commented on the post On Conjuration Removal and overall Balance:

    Jul 25, 2018 PDT

    First Point :
    Chained Creations and Veil of Reversal also remove a Unit from play so that they can just be read as an improved version of "Kill target Conjuration". That is what i really dislike. I agree with what you said on low conjuration limit cards.

    Second Point :
    Mill and alternative win conditions are their own cultural phenomenon in any card game. Not everybody play to max their win percentage.

    Third Point i figured out last night :
    Isaac always builds in counters for mechanics in sets before the set they get released in (yeah check. that is true). Example : Frostblast starts to make sense when you see kojis deck. The Focus of Weeping Spirit und Steadfest guardian now make sense after we see what the intentions for Divine seem to bee. Not saying these are optimal counters - just that he made them ahead of time.
    The Sets from sembali to Xander have been designed in Tandem and Pictures from 2016 suggest the mechanics for each set are set in stone for a loooong time before release .

    The new Mechanic of "mounts" is probably involving conjurations as mounts (look at the cardnames here : https://www.plaidhatgames.com/store/1213 )

    So when the new stuff hits we might say things like "Thank you Sembali, our Godess and Savior for giving us conjuration removal".
    For now, thats what i want to believe.

  • Skaak#1st! commented on the post On Conjuration Removal and overall Balance:

    Jul 25, 2018 PDT

    Here's what I think conjuration removal will contribute to the game (of course take with a grain of salt because I haven't played with the new cards yet):

    • Encourages decks that intentionally aim for long games. As someone who mostly plays in tournaments (no one at home to play against yet; grow up faster, kids!), I hate this. This is partially why I really hate that mill was built into the game at such a low level, too. Both mill and conjuration removal aim to shut down whatever their opponent is doing and extend the game until the opponent self-destructs (either due to having no further units to summon, or due to mill).
    • Will be punishingly awful for some decks, and no big deal for others. Good luck playing Glow Finch, Mirror Spirit, or any of the other conjurations with 1-3 copies against a deck with conjuration removal. Vs. most other conjurations, though, as long as the deck can break through whatever non-conjuration related control options are present, they just won't care. What's one or two Winged Lioness more or less, after all? You'll never see more than 1-2 in play at one time anyway.

    This is my prediction: like mill, conjuration removal will see a brief upsurge when it is first released, and then will disappear from most local metas. It will likely continue to screw up deck-building for Tabletop Simulator games (because the meta is wide open there), but on a local level its win ratio is unlikely to make it worth playing, outside of die hard converts who otherwise would be playing mill or Blood Puppets or something equally annoying.

    I don't understand why the designers thought that conjuration removal was so important to include. For metas where it is regularly played, it mainly invalidates a bunch of cards without validating any of the less-played ones, which is a negative impact to deck-building as a whole. It doesn't encourage playing lesser-used allies, because there are plenty of good conjurations with 4+ counts that can count on closing out the game before losing their conjuration pile will ever matter (or occur). It makes decks that were already struggling for relevance completely irrelevant in metas where conjuration removal is likely to crop up (particularly Indiglow Creeper and Mirror Spirits).

    But I guess now we have a hard counter for Leo Sunshadow's shenanigans and PHG can stop gumming up the FAQ with counter-intuitive Glow Finch rulings. Thank goodness for that!

  • Skaak#1st! commented on the post Vicky Meteor:

    Jul 25, 2018 PDT

    I haven't tried it, but I'm really interested in the idea of running Shadow Guard as an offensive card (they attack, I drop a Shadow Guard and soak up the attack some other way, then nail their exhausted unit with Shadow Guard and leave it around for them to deal with somehow later). Then again, I don't really play Vicky Meteor decks, so I might not be the best person to ask. :-)

  • Skaak#1st! commented on the post Event: Seattle tournament June 7, 2018 with new OP kit:

    Jul 25, 2018 PDT

    Just a reminder that if you live in the Seattle area, there are Ashes tournaments being held every two weeks at the Uptown Espresso and Gameporium in West Seattle on Thursdays at 6:00 pm (just off the West Seattle bridge at the Delridge exit):

    Uptown Espresso and Gameporium
    3845 Delridge Way SW
    Seattle, WA 98106

    • Thursday August 2, 2018 at 6:00 pm
    • Thursday August 16, 2018 at 6:00 pm
    • Thursday August 30, 2018 at 6:00 pm
    • Thursday September 13, 2018 at 6:00 pm

    We just finished off our first set of four tournaments, and are cracking open a second OP kit so come on down if you'd like to try your hand at winning some translucent dice and alt-art Phoenixborn! Our turnout has been around 4-6 every week, the meta is currently heavily Elephant Rider-focused, there's no cost to enter, and we're all quite friendly!

  • ironcache#6fnp commented on the deck Mowgli, Pokemon Master:

    Jul 25, 2018 PDT

    RE: the above, I'm still between sleight and abundance. Abundance is double edged, but provides you with chances on future turns as a contingency. Also 2 cost vs. 1 is not negligible, and the deck is already starved.

    Of course, my concerns for this edition is mana issues against veteran illusion players. The 4/4/2 split was already very vulnerable to Illusion power. Spreading the dice more thin will not help this.