From Undergrowth Champion to Runaway Carriage[Merged Topic]
Comments
-
How does aoe damage work if it has " prevent damage"? Lol
I think somebody forgot that bit0 -
Hibernum_JC wrote:madwren wrote:Hibernum_JC wrote:Reading through a lot of posts in this thread and from my own internal testing, it is apparent that Runaway Carriage is indeed a bit overtuned. I am looking into solutions to change the card so that it remains useful but does not become an unstoppable force. I have several venues I am exploring, so I'll keep you posted.
Easy fix:
"Runaway Carriage cannot block."
It's not that easy, since a when a Berserker attacks a creature, that creature is not considered to be blocking.Plastic wrote:madwren wrote:Hibernum_JC wrote:Reading through a lot of posts in this thread and from my own internal testing, it is apparent that Runaway Carriage is indeed a bit overtuned. I am looking into solutions to change the card so that it remains useful but does not become an unstoppable force. I have several venues I am exploring, so I'll keep you posted.
Easy fix:
"Runaway Carriage cannot block."
That could work. Might get funky vs berserkers though.
Why not give it prevent damage for 1-2 turns and then it falls off?
Side note: prevent damage needs an icon or animation.
I cannot give buffs or debuffs for a specific amount of turns - only until the end of your turn, until the beginning of your next turn, or permanently. It's something we have been meaning to add, but it wasn't ever really necessary.
I personally like the fact that to deal with it, you either need Defenders or AoE burn - it makes for a very resilient creature with a very low life total. That being said, the actual problem as some of you have pointed out is the fact that should it be given Defender, Reach or Vigilance, the other player's entire board will smash into it and die easily. The solution I'm currently leaning towards (I haven't had a chance to work on it yet, so this is all theorycrafting!) is having RC have Prevent Damage and Hexproof but only outside of combat turns. This means that you still need to deal with it, but the difference is Berserkers will give you another out for it. Berserkers are actually used more than Defenders (and I understand that part of that is due to the fact that Defenders are expensive) so it would give you guys another type of way to deal with it.
Anything concerning buffs/debuffs/etc is not really a problem. Someone giving the creature Unblockable through Rogue's Passage is something you can deal with (through matching the Support away or using Support removal), giving it Flying is also something you can deal with (albeit a bit harder than Unblockable, strangely enough!) but regardless of these, all these combos are what Magic is about, and figuring out the best ways to combo cards together is a huge part of the game's experience. There's always a tradeoff with using combos - with a 10 card deck, every card counts, and slotting a card for part of a combo piece is taking away a slot for another card that could equally be as powerful.
Carriage cannot be dealt with using aoe burn. Red is especially vulnerable to it due to this.0 -
@ JC
Can you diversify the prevent damage into a verion that only prevents combat damage?
That way it -does- become vulnurable to damage sweeps.
With that you need a blocker, a remove all spell or a damage sweep spell. I'd'say that should fix the problem.0 -
Does no-one run Scour anymore? The UC nerf means that prevent damage isn't effective against direct destroy effects. Although I've yet to meet RC I've had my UC destroyed a few times.0
-
fox1342 wrote:Does no-one run Scour anymore? The UC nerf means that prevent damage isn't effective against direct destroy effects. Although I've yet to meet RC I've had my UC destroyed a few times.0
-
I managed to pick up an Undergrowth Champion this morning in the Green pack.
I'm happy to have eventually picked him up, and I think it's for the good that I got him after the nerf.
However, one observation, it seems the AI is incredibly efficient at making him completely useless. I know that many players' decks generally evolved to take care of him pre-nerf (and understandably so), but I'm finding that he is too weak of a card right now. Just as a suggestion, you can leave the mana cost as-is but I think that he should now gain +1/+1 when anyone landfalls. I mean, it won't make much of a difference anyways since he's going to be insta-wiped by a 5-cost direct removal.
Ironically, I started pairing him with Runaway Carriage, and that seems to have confused the AI a bit. I don't think the AI knows which one to prioritize, and it serves as an interesting combination because I can make spontaneous decisions where to cast mantle of webs.0 -
I misspoke when I meant AoE burn, I meant specifically AoE stat removal or AoE removal in general.
I will seriously look into it.0 -
I blocked a RC with a creature with first strike. The prevent damage didn't go away till after the first strike attack. Just wondering if it's supposed to happen this way/ is that how it would go in paper version?0
-
What's AoE?0
-
Mainloop25 wrote:What's AoE?
it's short for Area of Effect, a gaming term which means effects that hit multiple creatures rather than targeting one specifically.0 -
Gotta say a change is needed for this card. I am currently using RC + Haunting cloak in several decks now. It is my main killer in Gideon Battle-Forge. Just pop it out and give it flying/Vigilance and it will kill 80% of decks.
My suggestion would be to reword the ability so it loses damage prevention if it blocks or becomes blocked.0 -
ridfrenzy wrote:Gotta say a change is needed for this card. I am currently using UC + Haunting cloak in several decks now. It is my main killer in Gideon Battle-Forge. Just pop it out and give it flying/Vigilance and it will kill 80% of decks.
My suggestion would be to reword the ability so it loses damage prevention if it blocks or becomes blocked.0 -
Morphis wrote:Still do not see why hey changed the effect this much.
The paper version as pointed out dies at end of the turn, an effect that is already coded in the game
Anyways, it they are not willing to overhaul it they could just change it to "when this creature blocks or is blocked it loses prevent damage".
It would still be good enough for sure as an uncommon.
That's the best suggestion I've seen for it, as it just involves this one card.
As someone else mentioned, making Hexproof also prevent the owner from targetting it would help.
Changing it so that each blocker can only block one attacker would help some as well.0 -
HomeRn wrote:ridfrenzy wrote:Gotta say a change is needed for this card. I am currently using UC + Haunting cloak in several decks now. It is my main killer in Gideon Battle-Forge. Just pop it out and give it flying/Vigilance and it will kill 80% of decks.
My suggestion would be to reword the ability so it loses damage prevention if it blocks or becomes blocked.0 -
Actually, if you make it lose damage prevention when blocking, you could remove it completly because it wouldn't serve any purpose any more.
The only thing it needs is to be vulnerable to aoe damage spells.
That way all colors have an answer while keeping it a danger on the board.0 -
I think one idea is to change hexproof to shroud. A second idea is to change its prevent damage to read that it loses it if blocked or blocking.0
-
Here's the new balance for the card I'm looking towards - I would simply remove the Prevent Damage buff and it's associated trigger.
This way it's still Hexproof, so it is still impossible to kill through targeted direct damage, but you can defeat it using a multitude of ways (Berserkers, AoE, Defenders, etc).
I'll do some more tests, but this is what I'm leaning towards at the moment. This would remove the biggest issue, which is Prevent Damage, make it vulnerable to each color while still retaining some of it's power.0 -
That sounds like a fine change. No one is begrudging it having some protection, we're just upset that a card can be combined with Gideon 1's first ability to provide an indestructible blocker that can't be removed by most spells, any attackers, or even ground defenders and vigilance creatures.0
-
Faced one today after the update. Still has Prevent Damage, still a pain in the **** when given Vigilance.0
-
Mainloop25 wrote:Faced one today after the update. Still has Prevent Damage, still a pain in the **** when given Vigilance.0
Categories
- All Categories
- 44.8K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.3K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.6K Magic: The Gathering - Puzzle Quest
- 508 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 424 MtGPQ Deck Strategy & Planeswalker Discussion
- 299 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.7K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements