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Useless cards

Last post 07-09-2008 2:14 PM by sbeu. 5 replies.
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  • 06-21-2008 1:39 PM

    • sbeu
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    Useless cards

     I noticed there are a few cards I never play, plus these cards are never suggested when we click on the "Get Advice" button.

    - Merfolk Apostate (never)
    - Forest Sprite (never)
    - Ice Golem (rarely)
    - Monk (rarely)
    - Mind Master (...kidding)

    Perhaps these cards need a bit of tuning for them to be choosen from time to time.

    On the other hand, I think Mindstealer is way too powerful.

  • 06-21-2008 5:19 PM In reply to

    • travcm
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    Re: Useless cards

    Merfolk Apostate is very strong.

    Forest Sprite needs help.  It's basically (+4 health?) the same as it was in Astral Tournament, except now everything else has more health, so the 1 damage isn't so great.  It'd be much better if the game allowed you to have Orc Chieftain as an available summon when you have it.

    Ice Golem needs at least 2 more health or 5 attack.

    Monk is great.  It's especially good when you are planning to blow everything up, and need blocks or want to force them to place blocker.  You get your resources back.

     

    Mindstealer is strong, but it basically only ties up one slot and has no come into play effect. I'm more concerned with Weakness, Poisonous Cloud, and Ancient Witch when facing a Dominator.

  • 06-22-2008 4:17 PM In reply to

    • Zalgarde
    • Top 500 Contributor
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    Re: Useless cards

    Ice golem is a solid turn 2 play as holy, as long as you have either multitarget spell from holy, ice golems force the players to match your cards with creatures, which you then mulch.  Apostates let you scream fire mana up to dragon on turn 3, which is ALWAYS hilarious.  Monks great whenever you want to increase board play and keep ahead on mana.  the card I almost never use is Bargul... he's ok, but theres still almost always something that'd better fit the situation... that and troll, because in my experience any time I need something that'll stay on the board a while, I'm also trying to save earth... but I might just be missing something.

     I sort of agree forest sprite is weak, but... I did lose a game to the forest sprite minotaur combo, and I used a pair of them to discourage phantom knights, buying me an extra hit with my dragon when I call of thunder'd the other blocker he chose instead, so they're not USELESS, just.. could be much more useful haha.

  • 07-04-2008 5:56 PM In reply to

    • sbeu
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    Re: Useless cards

      Ok, I had just not played enough... I found use of all cards I was underestimating before.

    I agree about Bargul, though. It needs a bit more life.
    Same for troll, +2 life wouldn't be a big deal.

  • 07-09-2008 9:27 AM In reply to

    • teekay
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    Re: Useless cards

     There are several other creatures Bargul can make a good combo with. Ice golem, troll, hydra, and turtle come to mind. I think the problem is he gets completely overshadowed by the higher fire options. Whether your higher option is fire elemental, dragon, or armageddon, it's almost always a better option. So yes, I agree he needs a boost. More HP would certainly help but I still wouldn't feel any need to summon him for the same reason I already mentioned. I actually think a totally new ability for him will be necessary.

    Troll is fine the way it is in my opinion. I think it's a good card. It does get overshadowed a little by higher earth options but I have often found that I can bring it out early in the game and it can really help maintain an early advantage since it is so long-lived. More HP would be unnecessary since it is already so hard to kill. 

  • 07-09-2008 2:14 PM In reply to

    • sbeu
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    Re: Useless cards

    Yeah, you're talking about something really important when it comes to talk about powers of cards. A game is indeed divided into three parts, like people on the net talking about RTS are used to talk about "thirds" of a game, like there is a game beggining, an expansion an a conclusion. Same for Spectromancer, on first third you play mana boosts (Priest of fire, Merfolk Elder, Elf hermit) and low cost creatures to wait to know more about the opponent's cards and strategy, and on the last two thirds you play more decisive cards.

    So as you're talking about "overshadowing", it means that Bargul and Troll are in between two thirds. They're too expansive for first third, and definitely not good enough for second or last third of a game, overshadowed by more useful cards.

    I agree too on the fact that more HP would not improve these cards, and they need another ability. Bargul could get a "frenzy" ability, every time he damages a creature he gets a +2 attack bonus.

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