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#1 13-01-2012 03:58:23

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Nomad Theurgies - Eclipse and Temple Guardian focused

Sol'ra's Judgement
Guild: Desert Nomads
Class: Priest
Theurgy Destiny
This card attaches to the opposing character.
At the end of each Turn, if this card's duration expired, the character dies and this card is discarded.
Duration: 5 Turns. (Perhaps 6 might be more balanced)

Note: If you remove it before the Turn ends with 0 Duration (clumsiness, etc), it doesn't kill.

Darkest Hour
Guild: Desert Nomads
Class: Priest
Theurgy Destiny
Damage dealt by your character is increased by 1.
Priest: Reduces the duration of your "Sol'ra's Judgement" in play by 1 Turn.
Eclipse: Increases the duration of your "Sol'ra's Eclipse" in play by 2 Turns.
Marauder: Chain Action.

Unyielding Faith
Guild: Desert Nomads
Class: Priest
Theurgy Faith
Damage taken by your character is reduced by 1.
Priest: Increases the duration of your "Litany" in play by 1 Fight.
Temple Guardian: Increases the duration of your "Forced March" in play by 2 Turns.
Warrior: Chain Action.

Dernière modification par Nurvus (19-01-2012 19:51:19)


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#2 13-01-2012 04:50:41

goscar
Guémélite
Inscription : 03-12-2010
Messages : 500

Re : Nomad Theurgies - Eclipse and Temple Guardian focused

Sol'ra Judgement is plainly OP. Other 2 theurgy look fine to me at least.


Dragon Knights ftw big_smile


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#3 13-01-2012 05:14:11

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Re : Nomad Theurgies - Eclipse and Temple Guardian focused

goscar a écrit :

Sol'ra Judgement is plainly OP. Other 2 theurgy look fine to me at least.

Hmm, what is it about Sol'ra's Judgement that is OP?

- It's a Theurgy and doesn't Chain.
- Darkest Hour is also Theurgy and only chains into Actions.
- Even if you play Darkest Hour every Turn, you manage to kill at the end of the 4th Turn, at best...

Turn 1:
-> Play Sol'ra's Judgement = 5 Turns left at the end of the Turn
Turn 2: 4 Turns left at the beginning of the Turn
-> Play Darkest Hour = 3 Turns left at the end of the Turn
Turn 3: 2 Turns left at the beginning of the Turn
-> Play Darkest Hour = 1 Turns left at the end of the Turn
Turn 4: 0 Turns left at the beginning of the Turn
-> Dead at the end of the Turn

- It's a removable permanent... one clumsiness, and it's gone.

- You can't play:
--- Sol'ra's Judgement & Darkest Hour in the same Turn
--- Sol'ra's Judgement x2 in the same Turn
--- Darkest Hour x2 in the same Turn
So forget about trying to kill 3 chars at the same time and such.

- Playing this guarantees you're not getting any One Shots against the opponent in the first 3 Turns.
---

Loads of decks kill earlier and without so many conditionants.

It simply pressures Slow decks and Discard decks to have removal cards.
Discard decks are among the few that barely need to have counters because they are the counter itself.

Dernière modification par Nurvus (13-01-2012 05:42:23)


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#4 13-01-2012 10:49:03

Paladino.:RR:.
Gardien
Inscription : 31-03-2011
Messages : 1 575

Re : Nomad Theurgies - Eclipse and Temple Guardian focused

I also don't think its too op, I mean the few character last more than 2 fights now a days. So even if you play the card on turn 1, the adversarie can still use his character on turn 4 or 5. It's like the tracking card, I mean 0 def, and all cards ignored is also a garantee ***bip*** character gona die at that time.

But since it has capacity, of destroying an enemy before he can enter his second battle, if it was the adversarie who started the fight, I would make it a unique card...


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#5 13-01-2012 14:54:05

mpandelidis
Habitant de Guem
Lieu : Ottawa, Ontario Canada
Inscription : 27-08-2011
Messages : 227

Re : Nomad Theurgies - Eclipse and Temple Guardian focused

I definitely like unyielding faith.


Mark

Only those who are willing to go too far, can possibly ever know how far one can really go. - T.S Elliot


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#6 13-01-2012 20:48:18

goscar
Guémélite
Inscription : 03-12-2010
Messages : 500

Re : Nomad Theurgies - Eclipse and Temple Guardian focused

You seriously you ask how a card that instant kills any card after 5 turns, which can also reduce by other characters turns, is OP?

Yeah let's make a list:
1. [card]Hit the Road[/card] makes it so the character can just stay out of combat and die.
2. Turn duration can be reduce.
3. It's not unique.
4. Sure there are cards like that can discard permanents but besides [card]Clumsiness[/card] and [card]Good Fortune[/card] (Avalonian only) what other cards discard permanents attached to yourself.

Yeah your card is plainly OP.

Dernière modification par goscar (13-01-2012 20:51:49)


Dragon Knights ftw big_smile


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#7 13-01-2012 21:31:13

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Re : Nomad Theurgies - Eclipse and Temple Guardian focused

It surely kills after a long number of Turns.
Loads of decks do that but do damage in the meantime.

Just to give you an example, [card]Clumsiness[/card] -> [card]The Prestige[/card] = dead combo.

You could be arguing:
- 6 or 7 Turn duration might be fair, 5 is too short
- A few more options to remove permanents need to be created in order for decks to have a chance

Instead you say the concept itself is OP.

Are you telling me that someone actually playing Sol'ra's Judgement, followed by a spam of 3x Darkest Hour + 3x Hit the Road just to try and make sure the character can't remove the card... sacrificing survivability for the sole purpose of killing a single character, should not get any results?

Most decks would kill all 3 characters in that time if the 3 characters play no defensive cards...

You seem obsessed with your first assessment that you don't really look at the actual drawbacks in its practicality.

Dernière modification par Nurvus (13-01-2012 21:37:39)


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