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[Finished] Nate/George
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02-01-2012, 06:12 PM
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Blue_Elite
Square Root of Genius
Seriously need to update this avatar one of these days...
Posts: 6,372
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CMC Name: Blue_Elite
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Joined: Jul 2005
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RE: [Suggest] Nate/George
It'd take a pretty large cost hike to balance the card out as is. While the card-related "costs" are fairly hefty, they are costs that can very readily be paid at any time unlike a discard or mana cost.
I'd almost say the best way to balance the card via cost would be +4 cost minimum with the possibility of removing the milling cost per activation. The most prominent deterrent of the activation cost really is preventing 10-15 card decks from abusing the anti-decking aspect anyway.
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02-01-2012, 08:19 PM
(This post was last modified: 02-01-2012 08:20 PM by Gary Oak.)
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Gary Oak
MF
I'M BACK LOSERS
Posts: 7,284
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CMC Name: Squirm
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RE: [Suggest] Nate/George
Cursed Warhammer is  , hits ENTITIES at a cost of 20 life per use for ![[Image: dmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/dmana.gif) 9 and sapping your mana at the end of turn. And when you don't want to pay the drawbacks anymore, you sac it for ![[Image: dmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/dmana.gif) 10
Explain to me why we can't increase Nate/George to ![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif) 9 and decrease the speed to  ? I think you're exaggerating.
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(09-10-2010 04:54 AM)FIREWORKS EVERYWHERE Wrote: It's a dick move to play effect d against power and allying but that's only because it's like teasing the retarded kid.
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02-02-2012, 03:36 PM
(This post was last modified: 02-02-2012 03:43 PM by Blue_Elite.)
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Blue_Elite
Square Root of Genius
Seriously need to update this avatar one of these days...
Posts: 6,372
Group: Registered
CMC Name: Blue_Elite
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Joined: Jul 2005
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RE: [Suggest] Nate/George
Cursed Warhammer's life drawback adds up over time and thanks to the mana-zeroing drawback, makes it difficult to use work-arounds to compensate (though that might change if there was ever a dark card created that destroyed one of your monsters and gave you half its life in health). Most opponents are also very capable of taking away the resource (health) that Cursed Warhammer runs on; as well as that resource is set and finite whereas a card eating card can have a pool of hundreds of cards to feed off of.
Though I'll say Cursed Warhammer's sac value really should be half of what it is; in particular due to Reclamation no longer being a concern.
Nate/George's drawback can easily be compensated. If Nate/George's drawback was that you can't draw cards period, then I'd say the milling drawback would be much more detrimental as being completely unable to draw means whether you mill junk or not you're losing cards that can't be gotten.
Again, the problem is N/G's drawbacks can be too easily compensated for. If it had different drawbacks, it'd be a different story. It doesn't help that the no card draw aspect can be turned into an advantage.
Of course, this is all moot as again, my main problem is that N/G can literally win you matches by itself. Cursed Warhammer, The Tarafang, Khrimalith, etc. may all be very powerful cards but you still have to play something else if you want to actually win the match (barring of course your opponent's deck is smaller than yours).
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02-02-2012, 03:40 PM
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Santa Squid
Knows if you're naughty or nice
Ho! Ho! Ho! Merry Christmas!
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RE: [Suggest] Nate/George
Yeah, 9 ![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif) at  sounds fine.
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Checking my list 8 times.
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02-02-2012, 05:23 PM
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Gary Oak
MF
I'M BACK LOSERS
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CMC Name: Squirm
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RE: [Suggest] Nate/George
The "Nate/George wins matches by itself argument" is absolute bullshit, imo. It's not going to win you a match if you have no cards in your hand and if you're constantly milling yourself to nuke monsters. Or if you have no monsters in play and your opponent zergs five monsters out at once.
Again, I really think you're exaggerating. Cursed Warhammer's benefits for (questionably) harsher drawbacks is the extra sac, the fast speed and ability to hit entities. Nate/George only hits monsters and does so at a slower speed, and will be even slower if we drop the speed to  , which I'm totally fine with.
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(09-10-2010 04:54 AM)FIREWORKS EVERYWHERE Wrote: It's a dick move to play effect d against power and allying but that's only because it's like teasing the retarded kid.
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02-02-2012, 07:32 PM
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Serith
Too lazy to change avatars
Renowned Hero of the CSCs
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RE: [Suggest] Nate/George
After a brief discussion on IRC, we've decided on moving Nate/George to ![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif) 8 and  .
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02-02-2012, 08:03 PM
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Bubbleman
Nacho's Close Bro and Sock Puppet
Time to refuel!
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RE: [Suggest] Nate/George
I like that decision. 9 ![[Image: gmana.gif]](http://i7.photobucket.com/albums/y291/masamunemaniac/signature/gmana.gif) and  seems like a ridiculously huge nerf to be honest, given that last time we tried to nerf it I think it only got a one speed rank decrease or something. As always, we can nerf it again later if it's still too good.
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(05-08-2011 08:27 PM)masamunemaniac Wrote: I want to live in the gay dorms so that when I look left and right, instead of seeing the mysteriously absent cubicle walls, I see naked lesbians.
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02-02-2012, 08:09 PM
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Serith
Too lazy to change avatars
Renowned Hero of the CSCs
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RE: [Suggest] Nate/George
Yeah, that's pretty much what I said. I thought 9 was too much, so we're stepping it to 8.
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