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1mana monsters
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12-06-2006, 04:17 PM
Post: #281
RE: 1mana monsters
Case-in-point: they do 3 times the number of "soldier" type monsters in play of damage. So 5 soldiers = 15 snipe damage, 4 = 12, etc.
Once we get to 1-coster stats balancing, we're suppose to decide if this should be nerfed to 2x number of soldiers as per masa's concern about 75 possible snipe damage with 5 K-Army Guys in play (15 x 5 on your turn as you have to replace them for full 15 damage per snipe).

Skeleton's sac value will also be considered once more.
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12-06-2006, 04:26 PM
Post: #282
RE: 1mana monsters
On a different note, a person I played today thought that the new gremlin was a bit overpowered.

The combo would be gremlin pit and mindflay marshes.
In my opponent's draw phase, I use the gremlin pit, and poof! The person has to discard.

I personally think its fine, but I though I would toss it up for opinions.

Imagine all the kids who have been banned from WoW...
Shove them all in a room, and you have Runescape.

"@[=g3,8d]\&fbb=-q]/hk%fg" DELETE
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12-06-2006, 06:55 PM
Post: #283
RE: 1mana monsters
Alright, that's a kinda-bug. The assumption was that Into Play abilities didn't trigger when tokens are generated. If it's triggering when you use Gremlin Pit, then either something is messed up in the code or we were wrong and Into Play should be If Not A Token: Into Play, opponent takes 5 damage.
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