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nerf Magenog - Printable Version

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nerf Magenog - Santa Squid - 06-27-2007 04:14 AM

Magenog is incredibly broken. for 2 of each color, you get an invincible wall that keeps on regenerating. if said wall is destroyed, any other monster replaces it. NPC costs 10[Image: lmana.gif], and can be killed by any effect that doesn't target. the good Tsuitachi Ninja costs 4[Image: lmana.gif] and has no attack and can be killed by any direct damage. Magenog can be played on turn 2 and give you a Tsuitachi Ninja with a decent attack power that is even harder to kill. how is that not broken?


RE: nerf Magenog - aguydude - 06-27-2007 04:24 AM

Unlike NPC Vendor, Mage Nog can be killed by effect D.  Further, it has no sac and thus is nicely vulnerable to Reclamation.  Finally, it sucks up an effect slot.


RE: nerf Magenog - Sol - 06-27-2007 05:16 AM

but its still a pain if you dont draw the effect d and it cost less then reclamation and it comes out as earlier as turn two with uber gobs on three, not that I think its balanced or unbalanced ( I liked the original 200 life it came with and now that they are nefoing BOS and stuff) just making some points


RE: nerf Magenog - ThePanda - 06-27-2007 06:10 AM

T-Ninja is a pain if you don't draw firebolt, isn't it?


RE: nerf Magenog - Sol - 06-27-2007 07:03 AM

and i dont play firebolt omfg....


RE: nerf Magenog - ThePanda - 06-27-2007 07:49 AM

But your argument basically says "This card is hard to deal with if I don't play/draw the cards to deal with it.

Well, guess what... if you draw nothing but plains, CHOOKIE is hard to deal with. It's not a real argument.

Also: Put more punctuation in your posts or die.


RE: nerf Magenog - Blue_Elite - 06-27-2007 08:20 AM

Why the heck are people trying to use monsters to compare with an effect? >_<


Mage Nog is rather unique but this is a better comparison than any given so far.

GoS can be used 3 times a round (2 turns) as opposed to Mage Nog's 1 time (although GoS has an activation "cost" of giving your opponent mana). GoS costs 9 mono mana while Mage Nog costs 4. GoS is unique while Mage Nog can be played in mass. I won't even bother comparing the speed. Also their effects aren't directly the same but hopefully close enough.
Mage Nog seems rather balanced compared to GoS except that GoS both has an activation cost and is unique.

I can't really think of any ideas other than giving Mage Nog a [Image: dmana.gif][Image: lmana.gif][Image: gmana.gif] activation cost.
Adding fleeting to monsters that receive the Mage Nog effect is nothing better than the old temp life that would basically only let the monster survive until the beginning of your next turn. So definitely can't go that route.
A cost increase won't do much. It never does for effects that can be played in bulk unless it's a significant hike (like +2/+2/+2).
I'm going to guess based on the results of Tractor Beam and Chroniton Gun making Mage Nog unique isn't an option either.


RE: nerf Magenog - Ultros - 06-27-2007 08:23 AM

Actualy, I think a cost increase to 4[Image: dmana.gif]4[Image: lmana.gif]4[Image: gmana.gif] would work; it's a rather powerful ability, and it deserves a higher play cost.


RE: nerf Magenog - masamunemaniac - 06-27-2007 01:56 PM

I also agree, but the conservative balancer in me would sooner see it step up to [Image: dmana.gif]3[Image: lmana.gif]3[Image: gmana.gif]3 first,and let us see how it is at that.


RE: nerf Magenog - sXeAndriex - 06-27-2007 02:54 PM

Fucking Masa and his posting my opinion before I can.
Yeah, I'm for 3/3/3.


RE: nerf Magenog - Kennisiou - 06-27-2007 04:21 PM

Sol Wrote:but its still a pain if you dont draw the effect d and it cost less then reclamation and it comes out as earlier as turn two with uber gobs on three, not that I think its balanced or unbalanced ( I liked the original 200 life it came with and now that they are nefoing BOS and stuff) just making some points

Change it back and watch everyone start making gloopzilla decks with magenogs in them. BOS isn't the only combo in the game that becomes broken when you give a monster 200 extra life.

A cost increase to 3[Image: dmana.gif]3[Image: lmana.gif]3[Image: gmana.gif] is good for me. I think that GOS is still pretty equal to MN since it can be used 3 times a turn and Mage Nog only once. A cost increase will work, though, since GoS should be a bit better than MN since it's a donation card.


RE: nerf Magenog - ChrisAsmadi - 06-27-2007 04:40 PM

For once, I agree with masa. Boost it to 3/3/3. Any more and it's a bit crap.


RE: nerf Magenog - Ultros - 06-27-2007 04:54 PM

Yeah 3[Image: dmana.gif]3[Image: lmana.gif]3[Image: gmana.gif] for now sounds good to me as well; 4[Image: dmana.gif]4[Image: lmana.gif]4[Image: gmana.gif] was what Blue had mentioned, but smaller steps are better.


RE: nerf Magenog - Vincent - 06-27-2007 06:44 PM

Actually, GoS is quite different from Mage Nog.  GoS prevents all damage once, and is not just until the end of turn (In addition to giving your opponent quite a bit of mana).  WHereas with the nog your monster goes down to 3 life.  Thus any direct damage deals can easily snipe that monster.  Plus, GoS can be used up to three times per turn, which is a lot more than the nog.  I guess a cost increase to 3 all wouldn't be bad, though it's just another one of those cards I wish was unique because it's so powerful, even if it is able to be destroyed by effect D =P


RE: nerf Magenog - Sol - 06-28-2007 02:11 AM

3/3/3 sounds good to me


RE: nerf Magenog - Ultros - 06-28-2007 08:02 AM

So, masa, Andriex, Kennisious, ChrisAsmadi, myself, Vincent, and Sol all support a cost increase to 3[Image: dmana.gif]3[Image: lmana.gif]3[Image: gmana.gif], and no objections to this have been raised. I'd say that's more than enough to make this change part of the upcoming balance changes.


RE: nerf Magenog - ThePanda - 06-28-2007 11:12 AM

I object on the grounds that I'm a jerk, and I do not support progress.


RE: nerf Magenog - Santa Squid - 06-28-2007 01:43 PM

3/3/3 is fine.


RE: nerf Magenog - Bubbleman - 06-30-2007 09:57 PM

3/3/3 works for me.


RE: nerf Magenog - Q99 - 05-11-2008 11:49 AM

Bumping an old thread because I just ran up against a mage nog deck and feel it's not balanced.

Gauntlet of Shielding is major powerful, but it has a disadvantage to it's use and is only slightly harder to overcome when trying to kill a single creature than magenog.

Both of them, if you use mostly on a single creature, pretty much mean 'this will not die to damage, period', but GoS is more expensive, unique, has a drawback, and is a donation.

And, unlike Gauntlet of Shielding (which in itself can totally shut down a creature-focused deck), you can play multiple of them to boot, which increases their difficulty of dealing with drastically.

Compare it to Swimsuit of the same cost and I think it comes out well ahead, and swimsuit is not a weak card.

Quote:WHereas with the nog your monster goes down to 3 life. Thus any direct damage deals can easily snipe that monster.

Unless they just mage-nog it again, which they'll do unless a more valuable creature is threatened. Since it's speed is C it comes before most direct damage.

I'm recommend it's speed be reduced and it be made unique.