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[Boost] Energy Surplus [Finished]
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08-17-2008, 08:21 PM (This post was last modified: 09-11-2008 06:53 AM by masamunemaniac.)
Post: #1
[Boost] Energy Surplus [Finished]
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08-17-2008, 08:24 PM
Post: #2
RE: [Boost] Energy Surplus
Draw one normally, draw a second with the allying, so that it's not setting you back for your drawing, and assists you more in gaining generation.

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08-17-2008, 08:28 PM
Post: #3
RE: [Boost] Energy Surplus
I'm still for either giving it a 1/1 cost decrease or making it allying one: Draw a card.

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08-17-2008, 09:33 PM
Post: #4
RE: [Boost] Energy Surplus
A 1/1 cost decrease would make it free, spamable card drawing at no gens Bubbleman. Now that's broken.

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08-17-2008, 09:54 PM
Post: #5
RE: [Boost] Energy Surplus
ChrisAsmadi Wrote:Draw one normally, draw a second with the allying, so that it's not setting you back for your drawing, and assists you more in gaining generation.
I'm for this one. It's useful and makes the card better at it's intended purpose.

bubbleman Wrote:I'm still for either giving it a 1/1 cost decrease.
I'm against this one. It does nothing but make it free, which is almost never a good idea. It also wouldn't do anything at aiding the issue, which is that the card does not do it's job well. If it were doing a good job but overcosted, I'd totally agree with it though. But it's not so I ain't.

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08-17-2008, 10:02 PM
Post: #6
RE: [Boost] Energy Surplus
You'd need two gens to get the free spamable card draw Nacho, but you do have a point. Reducing the allying requirement to one is my favorite option then. I believe masa gave some reasoning for this in the other thread. I guess I should provide some reasoning of my own though: It already does a nice job of getting you gens, but it slows your deck down a bit too much. I think an easier cantrip would solve this problem. This way it can be used to quickly get two gens in your hand (really, how often do you have zero gens on turn two?) Rather than making it easier to draw two gens but just as hard to draw one, I think a better way of making this card useful would be to make it easier to draw that one gen early game, rather than allowing you to thin out your deck by drawing two gens at a time late game. Also, it solves the abuse issues people seem to be having.

(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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08-17-2008, 10:31 PM
Post: #7
RE: [Boost] Energy Surplus
I agree with the draw one normally, and then draw a second one with allying. My biggest concern with this card is that it's only an early game card to make your draws more consistent with allying. In CMC you only have a precious hand of 5/6 to start with, and you can't mulligan. Thus, I don't want to play this card that will barely help me out in the early game if I draw it (In fact, it only slows down your game but makes it more consistent), and is worthless late game. If it is somewhat useful early game for allying, and then not a hinderance besides 1/1 late game, then I'm all for that. I also do not think that 1/1 to draw two cards after the hoops you've gone through to draw all the generators from your deck is broken. You have to waste a lot of time to set that up. However, because of that potential "abuse," I would recommend making the second card draw be at allying 5. I also think that if regular cantrip is included that it would be at least somewhat playable in other decks if somebody likes the idea to draw mana like that.

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08-18-2008, 01:16 PM
Post: #8
RE: [Boost] Energy Surplus
I'm sticking with my reasons to vote in the previous thread, and with the suggestion I made in #44 of that thread.

"The bottommost generator in your deck is put on top, draw a card. Allying 5: Draw a card."

With a cost increase, to distinguish the card from blueprints. I'm just not sure what the cost should be, [Image: lmana.gif]2[Image: gmana.gif]2 might be too much.

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08-18-2008, 01:22 PM
Post: #9
RE: [Boost] Energy Surplus
Anything more than [Image: lmana.gif][Image: gmana.gif] would be too much, the last thing you want to do when you're hurting for generators is spend a ton of mana on fetching them.

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08-18-2008, 01:49 PM
Post: #10
RE: [Boost] Energy Surplus
Blueprints disagrees with you. Check the previous thread for discussion on that.

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08-18-2008, 01:51 PM
Post: #11
RE: [Boost] Energy Surplus
Blueprints doesn't fetch only generators. When it does, then talk to me.

(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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08-18-2008, 06:38 PM (This post was last modified: 08-18-2008 06:38 PM by masamunemaniac.)
Post: #12
RE: [Boost] Energy Surplus
Blueprints is Ancient Legends with added topdecking. It's awesome, and also completely different to Energy Surplus. I could imagine it being great in quite a few dedicated effect decks (I had a few deck ideas back when I was coding it but I've forgot them ;_Icon_wink

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08-18-2008, 06:42 PM
Post: #13
RE: [Boost] Energy Surplus
I could see it working pretty well as a replacement for Arms Locker in my Elementalist deck.

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08-21-2008, 09:10 PM
Post: #14
RE: [Boost] Energy Surplus
Vote: "The bottommost generator in your deck is put on top, draw a card. Allying 5: Draw a card."

Reason: It's simple, it's elegant, it's strong but not broken, and if it turns out to be too strong, we can up the Allying cost for a quick fix.

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08-21-2008, 09:23 PM
Post: #15
RE: [Boost] Energy Surplus
Vote: Draw a card, Allying 5: Draw a card

Increasing its cost is a big no. It's already difficult to play - it fetches generators, which you'll want as soon as possible, and you'll be spending a turn casting this instead of playing your generators already.
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08-22-2008, 05:10 AM
Post: #16
RE: [Boost] Energy Surplus
(08-18-2008 01:16 PM)moonfish Wrote:  I'm sticking with my reasons to vote in the previous thread, and with the suggestion I made in #44 of that thread.

"The bottommost generator in your deck is put on top, draw a card. Allying 5: Draw a card."

With a cost increase, to distinguish the card from blueprints. I'm just not sure what the cost should be, [Image: lmana.gif]2[Image: gmana.gif]2 might be too much.
Leaving aside the last bit, because of what Serith said in the post preceding this one, this will make my vote:
Vote: The bottommost generator in your deck is put on top, draw a card. Allying 5: Draw a card.

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08-22-2008, 05:54 AM
Post: #17
RE: [Boost] Energy Surplus
My bad, I meant to say Vote: "The bottommost 2 generators in your deck is put on top, draw a card. Allying 5: Draw a card." It is supposed to be used to search for generators after all. Don't want to make it worse at that.

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08-22-2008, 05:59 AM
Post: #18
RE: [Boost] Energy Surplus
Vote: "The bottommost two generators in your deck is put on top, draw a card. Allying 5: Draw a card."
reason: this boost would make the card better then it currently is
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08-22-2008, 06:41 AM
Post: #19
RE: [Boost] Energy Surplus
(08-22-2008 05:59 AM)NOLDER Wrote:  reason: this boost would make the card better then it currently is
Could you explain if this is a good thing, or a bad thing? And why?
Quote/referrence will suffice.

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08-22-2008, 07:47 AM
Post: #20
RE: [Boost] Energy Surplus
Vote: "The bottommost two generators in your deck is are put on top, draw a card. Allying 5: Draw a card."
Very useful when mana hosed, not useless when you have a full field of allying ores, difficult enough to abuse that it's probably not worth the effort.

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