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Energy Surplus Provides Too Little
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11-09-2007, 09:39 PM
Post: #21
RE: Energy Surplus Provides Too Little
I agree with Aldgar, et al.

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11-09-2007, 09:41 PM
Post: #22
RE: Energy Surplus Provides Too Little
Maybe I shouldn't have included that or.

[Image: lmana.gif][Image: gmana.gif]

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11-10-2007, 04:19 AM (This post was last modified: 11-10-2007 04:20 AM by aguydude.)
Post: #23
RE: Energy Surplus Provides Too Little
[Image: lmana.gif][Image: gmana.gif] is fine w/me.  I'd be OK with [Image: lmana.gif][Image: gmana.gif][Image: dmana.gif] as well (easier to use than reducing cost by 1, which *does* matter if you're low on mana).
Of note is that this card is outright BAD if you have enough generatorsc, since it slows your acquisition of non-generator cards.
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11-10-2007, 11:41 AM
Post: #24
RE: Energy Surplus Provides Too Little
Blue_Elite post #11 Wrote:...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).

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11-10-2007, 04:34 PM (This post was last modified: 11-10-2007 04:35 PM by Vincent.)
Post: #25
RE: Energy Surplus Provides Too Little
I know this is pretty radical, but would anybody consider a [Image: lmana.gif][Image: gmana.gif] cost, put only one generator on top of your deck, and then cantrip (with or without allying)?  Kind of changing it a lot, but I'm just going to throw it out there because I can. That would solve the problem of only wanting one generator and it'd be cheap enough that it'd be useful too. However, it maybe changes the card too much.

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11-10-2007, 04:58 PM
Post: #26
RE: Energy Surplus Provides Too Little
If it only topdecks one generator, then surely you could just replace it with another generator? The only possible use I can see to that would be, maybe for Ultros to draw his MC Draught or something (because you can't just add more of a card you don't have).

It also makes it less useful for people that want more than one generator from it, and I don't really want to see the Allying part removed.

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11-10-2007, 05:10 PM (This post was last modified: 11-10-2007 05:11 PM by Vincent.)
Post: #27
RE: Energy Surplus Provides Too Little
Well, see if you took out some gens in place for these, they could help you not draw mana later.  Like I said, it'd be changing the card too much.

Also, if there's a concern that you might not want many generators, maybe put another allying requirement on for second card draw, like Allying 5: Draw another card, or something like that. Cost reduction is looking like the best route right now.

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11-10-2007, 07:10 PM
Post: #28
RE: Energy Surplus Provides Too Little
The problem with topdecking two generators is, later on in the game with you already have all the generators you need, this card becomes a liability. If you use it, you must waste the next draw for an unneeded generator. If you don't, you at least waste the energy surplus card.

I think making it a guaranteed cantrip, and letting it draw two cards with allying 2 would be a better fix. Granted, the cost would still be an issue, but it does open up some new possibilities. For instance, cards like Holy Wordbringer and Kelar Charmshielder (w/ guaranteed cantrip) would have some synergy. And more importantly, later in the game, the card would be less of a liability since you draw both of the generators (if you have allying) you topdeck, as well as benefit from the possible synergies.

Of course, making it cost less does work. Only problem is, the card would still be next to useless in the middle or end of a game.
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11-10-2007, 07:35 PM
Post: #29
RE: Energy Surplus Provides Too Little
So what would we rather have, something very useful early on and useless later on, or something slightly useful early on and slightly useful later on?

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11-11-2007, 10:25 AM
Post: #30
RE: Energy Surplus Provides Too Little
being a fan of chance i'd vote very useful early on useless later but i dont think i'm going to be in the majority >_>;

also
i originally posted this on pierrots account
i didnt realize he was logged in and not me @_@;
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11-11-2007, 02:27 PM (This post was last modified: 11-11-2007 02:30 PM by Tamdrik.)
Post: #31
RE: Energy Surplus Provides Too Little
Actually, I guess if I had my way, it would be 1[Image: lmana.gif]1[Image: gmana.gif], with one guaranteed draw and one allying-contingent draw.  That way, it's not too expensive to use when you're mana-screwed, you instantly get one generator, with one more on the way, and if you play it late-game, assuming you're running allying stuff, it's not a liability (albeit not terribly beneficial).  It wouldn't be a "throw it in every deck" card because of the allying requirement to be semi-useful after the first few turns, but, that said, is it still too good?  I'd lean towards no, but I'm open to arguments.

If the consensus is that it's too powerful, here's a semi-radical suggestion: Make it a guaranteed two-card draw, but add a discard to the casting cost.

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11-11-2007, 02:57 PM
Post: #32
RE: Energy Surplus Provides Too Little
What if it was draw a card if you have 2 or less generator effects on the field then draw a card and keep the allying card draw?

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11-11-2007, 03:58 PM
Post: #33
RE: Energy Surplus Provides Too Little
I'd be fine with Tamdrik's sugestion if we upped the allying requirement to atleast 4 to draw the second card, to avoid a [Image: lmana.gif][Image: gmana.gif] 2 card drawer on turn 3.

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11-11-2007, 04:01 PM
Post: #34
RE: Energy Surplus Provides Too Little
It seems that it should be that you should get to draw more if you really need the generators. So maybe, if you have less than 3 generators on the field and none in your hand you get the extra card draw?
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11-11-2007, 04:41 PM
Post: #35
RE: Energy Surplus Provides Too Little
I agree with Nacho that Tamdrik's idea sounds like a good solution if the allying requirement for the second card were to be raised slightly.

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11-11-2007, 06:14 PM
Post: #36
RE: Energy Surplus Provides Too Little
I like that suggestion is well. It fits both problems--Helps topdeck generators when you're running low, but if played late game it shouldn't hurt you since you'll be able to draw both cards. Unconditional cantrip also gives it a slight use outside of allying decks.

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11-11-2007, 06:19 PM
Post: #37
RE: Energy Surplus Provides Too Little
I was thinking that suggestion would make it particularly useful in power deck, what with the cantrpping and whatnot.

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11-11-2007, 11:14 PM
Post: #38
RE: Energy Surplus Provides Too Little
I'd be fine with merely dropping the cost to 1[Image: lmana.gif]1[Image: gmana.gif], but have no objections to making it have a guaranteed card draw in addition to the allying card draw as well.
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11-11-2007, 11:52 PM
Post: #39
RE: Energy Surplus Provides Too Little
You know what I'm like with preferring incremental boosts or nerfs.

If we add a guaranteed card draw as well as lowering the cost to [Image: lmana.gif]1[Image: gmana.gif]1, I'd certainly want to see the Allying requirement increased.

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11-12-2007, 01:23 AM
Post: #40
RE: Energy Surplus Provides Too Little
I'm okay with raising the Allying requirement in conjunction with the cost drop and auto-cantrip. I don't think I'd want to see it go any higher than 4, though.

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