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And how Mechanical Chaos Scaled Up the Entire Damn Game (Part 1)
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07-15-2008, 04:02 AM (This post was last modified: 07-15-2008 04:41 AM by moonfish.)
Post: #121
RE: And how Mechanical Chaos Scaled Up the Entire Damn Game (Part 1)
Actually nacho..

The discussion is about whether or not the switch gens ought to get their sac back with the (vast) majority solution of dizzy lock on use and generate cost. Anyone who doesn't have a vote in either of these is best off switching to one of these.

For anyone who's interested, I'm going to make some per turn ideal examples here. Not for some particular purpose, just for comparision's sake:
current switch gen
Turn 1: play basic gen and two different offcolor switch gens. mana 0/0/0, into play penalties kick in
Turn 3: 1/4/1 or 2/2/2 (with ability)
Turn 3: 2/8/2, 3/6/3 or 4/4/4
Turn 4: 3/12/3, 4/10/4, 5/8/5, 6/6/6
Turn 5: 4/16/4, 5/14/5, 6/12/6, 7/10/7, 8/8/8
Very versatile, many choices, anything from strictly monocolor to pure tricolor.

dizzylock on use
Turn 1: play basic gen and two different offcolor switch gens. mana 0/0/0, into play penalties kick in
Turn 2: 2/2/2 or 1/4/1 (with ability, now dizzy locked)
Turn 3: 4/4/4 or 3/6/3
Turn 4: 6/6/6, 5/8/5 or 4/10/4 (dizzy locked)
Turn 5: 8/8/8, 7/10/7 or 6/12/6
Still useable for a faster start in monocolor than with basic gens, no difference for multicolor.

dizzylock into play
Turn 1: play basic gen and two different offcolor switch gens. mana 0/0/0, into play penalties kick in
Turn 2: 2/2/2
Turn 3: 4/4/4 or 3/6/3
Turn 4: 6/6/6, 5/8/5 or 4/10/4
Turn 5: 8/8/8, 7/10/7, 6/12/6, 5/14/5
Not useable for a faster start in monocolor, but very well useable in monocolor after turn 2 ends

basic generator
Turn 1: play basic generator. mana 1/0/1, no penalties
Turn 2: play 2 more basic generators. mana 2/0/2, still no penalties
Turn 3: 3/4/3
Turn 4: 4/8/4
Turn 5: 5/12/5
No versatility whatsoever.

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RE: And how Mechanical Chaos Scaled Up the Entire Damn Game (Part 1) - moonfish - 07-15-2008 04:02 AM

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