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Energy Surplus Provides Too Little - Printable Version +- ADV, AFH, CMC, ETC (http://107.170.157.187:8000/forum) +-- Forum: Cardmaster Conflict (/forumdisplay.php?fid=7) +--- Forum: Balance (/forumdisplay.php?fid=31) +--- Thread: Energy Surplus Provides Too Little (/showthread.php?tid=6307) |
Energy Surplus Provides Too Little - Blue_Elite - 11-08-2007 12:32 AM I know there are a lot of balance threads still unresolved (like the currently dead revision of the stat line/curve), but I'm hoping this will be a quick fix. Just have it draw another card: "The two bottommost generators in your deck are put on top Draw a card Allying 2: Draw a card" RE: Energy Surplus Provides Too Little - Vincent - 11-08-2007 12:36 AM Yeah, I like that. I think I might actually play it if it would draw two cards. RE: Energy Surplus Provides Too Little - Bubbleman - 11-08-2007 12:43 AM I'm fine with that change. RE: Energy Surplus Provides Too Little - NOLDER - 11-08-2007 01:36 AM I'd rather keep it at drawing one card and lowering the allying cost to 1 personally RE: Energy Surplus Provides Too Little - Santa Squid - 11-08-2007 02:52 AM Personally I'd rather see a cost decrease, since you normally don't have much mana if you need generators. RE: Energy Surplus Provides Too Little - E-mouse - 11-08-2007 03:15 AM I'm game for either unconditional carddraw (not potential-two) or a cost decrease - it's a significant price for if you need generators (I mean, Arms Locker is HALF the price and does a much better job of addressing emergencies and getting what you need), but could be too abusable if made into a potential gain-a-card spell (as in the original proposal) rather than cantripping for something you need and guaranteeing a second. 1/1 price to guarantee a solid generator start or continuation might not be out of line (if first-turn is too much of a concern, 1/2 or 2/1 works, could also argue for removing the conditional cantrip at 1/1); 2/2 for a generator RIGHT NOW and a second on the way without having to already have something of a generator base already (as Allying basically always uses) would make it a bit better for addressing the "where the fuck is my mana" emergency it's probably intended to. Suggestion: lower price and consider rebalances as necessary OR remove allying requirement. RE: Energy Surplus Provides Too Little - sXeAndriex - 11-08-2007 03:31 AM I love that everyone is trying to improve this card. Fucking Americans with your ludicrous fuel demands. The real solution is that we should switch to electric power, moving past these barbaric methods of fuel. If all CMCers would switch over to electric powered clockwork engines, mana burning, atmosphere dissolving assembly lines would cease to be needed. You get all the draw power you'll need through an environmentally friendly and production superior (the smog pumping neutral charm field of 5 nets you only 6g a turn while a green set up of powercell and Clockworks will gather 5g and 5 of an off color.) You people sicken me. RE: Energy Surplus Provides Too Little - E-mouse - 11-08-2007 03:54 AM And all without costing you a single card! Yeah I think clockworks are kinda broken. RE: Energy Surplus Provides Too Little - Xagar - 11-08-2007 10:40 AM Ya think? RE: Energy Surplus Provides Too Little - masamunemaniac - 11-08-2007 11:24 AM I'd like the conditional Allying card draw to be kept as is. Other than changing that, just boost it however. RE: Energy Surplus Provides Too Little - Blue_Elite - 11-08-2007 11:42 AM Clockworks are a bigger issue that I was hoping to address after most of the other big threads that are still unresolved got finished. I liked the extra card draw idea because it works well with allying gens (which the allying part of the spell gets most of its use from). What I don't like about drawing only 1 card and getting a guaranteed generator next turn is that you might only need 1 generator and in that instance this spell is hurting you as well as helping. With drawing 2 cards possible, it won't feel like a waste even after casting it with full gens on the field (if you draw all your gens out of your deck, that leaves more room for drawing the cards you'll actually want to use). RE: Energy Surplus Provides Too Little - LtSterling - 11-08-2007 11:50 AM This is pretty awful card, if you have the mana and allying to cast it, you really don't need it anymore and your stuck with a Gen card next turn which won't help you, but when you need the mana and allying, you can't cast it because the cost is too much when you have nothing out. The only real use is if your using some non-normal generators, like Neirst Stone or Jack'O all Trades. One being a donation. RE: Energy Surplus Provides Too Little - pezzam - 11-08-2007 04:52 PM sXeAndriex Wrote:I love that everyone is trying to improve this card. Fucking Americans with your ludicrous fuel demands. The real solution is that we should switch to electric power, moving past these barbaric methods of fuel. If all CMCers would switch over to electric powered clockwork engines, mana burning, atmosphere dissolving assembly lines would cease to be needed. You get all the draw power you'll need through an environmentally friendly and production superior (the smog pumping neutral charm field of 5 nets you only 6g a turn while a green set up of powercell and Clockworks will gather 5g and 5 of an off color.) I couldn't agree more. RE: Energy Surplus Provides Too Little - azulknight - 11-08-2007 06:04 PM Giving it another "draw a card" sounds great. RE: Energy Surplus Provides Too Little - Shadowhunter - 11-08-2007 06:15 PM I agree with Blue, Azul, and whomever else. Extra draw a card would be good. RE: Energy Surplus Provides Too Little - Santa Squid - 11-08-2007 07:56 PM my problem is that at 2/2, you still only have 2 allying gens and nothing else out at the beginning of turn 4, which means no matter how you look at it, you're probably loosing miserably, and need more generators in your deck, not card drawing spells. RE: Energy Surplus Provides Too Little - webrunner - 11-08-2007 08:04 PM Wait, if I'm understanding the argument... It has a useful ability, but it costs too much to be useful (you need to already have enough gens that it's utility is low) therefore It should be more powerful? Why address the problems the card DOESN'T have when you can just make it cheaper? RE: Energy Surplus Provides Too Little - sXeAndriex - 11-08-2007 10:16 PM Because no one is willing to address the fundamental problems of CMC's dependence on unclean energy sources. But fine, I'll acquiesce to a cost lowering as that will, at the very least, lower the amount of energy wasted in it's production. RE: Energy Surplus Provides Too Little - Sasha - 11-08-2007 11:11 PM I'm for cost reduction, and possibly removing the cantrip to reduce the cost further, but mainly cost reduction. Probably by .
RE: Energy Surplus Provides Too Little - Frater Alban - 11-09-2007 11:24 AM I'd vote for cost reduction to 1 1 .
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