Depala.
Monkeynutts
Posts: 566 Critical Contributor
What abilities does she have?
Is there a thread
Is there a thread
0
Comments
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When a Dwarf or Vehicle you control enters the battlefield, Energize 2. Overload 1: Fetch the next Dwarf or Vehicle in your library. While this creature is on the battlefield, each Dwarf or Vehicle you control gets +3/+3.
She's'a 6/6 (after her own buff) for 26 mana0 -
Thanks a lot0
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I think I can see what the developers were going for, but 26 is WAY over costed.0
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I agree. It's way overcost. I would only use it if it's 16 or less.0
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If only it couldn't fetch itself like tazri, between it, madcap experimenr and the card itself you could have 3 skysovereigns in your deck0
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Astralwind wrote:I agree. It's way overcost. I would only use it if it's 16 or less.
Yeah, that's about right..I might have even said less since you would need to put in card draw to cycle aggressively to dig for her.
The +3/+3 bonus really lets you mess with the mana curve of cheap minions too. Visionary Augmenter being a 7/6 for 6, a ton of cheap 7+ power creatures with haste or defender etc.
At 26 you're looking at 5-6 turns of no action just to charge her up (without bad luck). By that point Koth, Kiora or Nahiri could have already won.0 -
I think the developers or designers are thinking too highly of overload. Imagine casting this card and it can easily be removed by a "Reave Soul".
Overload 1 to fetch a dwarf or vehicle into our hands is kind of weak.
If it's putting it into directly into battlefield, it would feel more like a mythic card.
Great power comes with great cost.
Definitely going to skip this card. Dwarves and vehicles synergies in this game ain't that fantastic.0 -
Astralwind wrote:I think the developers or designers are thinking too highly of overload. Imagine casting this card and it can easily be removed by a "Reave Soul".
Overload 1 to fetch a dwarf or vehicle into our hands is kind of weak.
If it's putting it into directly into battlefield, it would feel more like a mythic card.
She's actually minimum 6/6 since she'll buff herself there.
I do agree she's overcosted by far. One tweak that might make her more arguable worth it is if she partially charged fetch cards.
Straight onto the battlefield is probably too much for Overload 1. (Overload 2 or 3 straight onto the battlefield maybe).0 -
You can find info on every card and almost every planeswalker here: http://beta.mtgpq.info
Octal9's site (^^) is so incredibly helpful0 -
I avoid any card that has the word Energize or Fabricate on it. Sad shame.0
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The Mirrorwing of KLD0
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Highest mana cost card in the entire game in colors that aren't well known for their ramping or for playing slow. Not worth changing Arlinn into a vehicle deck to try to make this work.
Edit: second highest cost. Two less than Kozilek with nowhere near his power.0 -
Cheaper to Deploy the Gatewatch her, and then you get a bonus two other creatures as well.0
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Here's the logic for her cost - I know it looks huge and crazy, but there's a few things to consider.
1- Tutor-like draws will become rarer and rarer due to various factors, one of them being that you can easily create a 2-creature deck with a tutor-like draw and just guarantee creatures. While we still want to potentially use these abilities, their cost has to be higher since the benefit they provide is very high.
2- Drawing and fetching cards in Red is expensive. Red's focus is on aggression and the logic being that refilling your hand (at least with Red spell and effects) is expensive in itself.
3- Overload 1 is incredibly cheap and VERY easy to fulfill. Combining that with Energize 2 whenever a Vehicle or a Dwarf enters the battlefield means you'll be fetching often and can tailor your deck to hit specific targets.
Nevertheless, we will monitor the situation and see how she plays out further. In internal tests she was performing pretty well, but these are only internal tests and real-world testing also gives us a much better outlook of the cards.0 -
Hibernum_JC wrote:Here's the logic for her cost - I know it looks huge and crazy, but there's a few things to consider.
1- Tutor-like draws will become rarer and rarer due to various factors, one of them being that you can easily create a 2-creature deck with a tutor-like draw and just guarantee creatures. While we still want to potentially use these abilities, their cost has to be higher since the benefit they provide is very high.
2- Drawing and fetching cards in Red is expensive. Red's focus is on aggression and the logic being that refilling your hand (at least with Red spell and effects) is expensive in itself.
3- Overload 1 is incredibly cheap and VERY easy to fulfill. Combining that with Energize 2 whenever a Vehicle or a Dwarf enters the battlefield means you'll be fetching often and can tailor your deck to hit specific targets.
Nevertheless, we will monitor the situation and see how she plays out further. In internal tests she was performing pretty well, but these are only internal tests and real-world testing also gives us a much better outlook of the cards.
Thanks for the explanation. It's always nice to know the devs' reasoning behind a card, even if you don't fully agree with it.
Something that would be useful would be to produce short videos for YouTube showing these exclusive cards in action. You guys would probably sell more if the community saw the usefulness first-hand.
While I don't doubt that there is a way to make her viable, it would really help to see her performing "pretty well."0 -
Mainloop25 wrote:While I don't doubt that there is a way to make her viable, it would really help to see her performing "pretty well."0
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Hibernum_JC wrote:Here's the logic for her cost - I know it looks huge and crazy, but there's a few things to consider.
1- Tutor-like draws will become rarer and rarer due to various factors, one of them being that you can easily create a 2-creature deck with a tutor-like draw and just guarantee creatures. While we still want to potentially use these abilities, their cost has to be higher since the benefit they provide is very high.
2- Drawing and fetching cards in Red is expensive. Red's focus is on aggression and the logic being that refilling your hand (at least with Red spell and effects) is expensive in itself.
3- Overload 1 is incredibly cheap and VERY easy to fulfill. Combining that with Energize 2 whenever a Vehicle or a Dwarf enters the battlefield means you'll be fetching often and can tailor your deck to hit specific targets.
Nevertheless, we will monitor the situation and see how she plays out further. In internal tests she was performing pretty well, but these are only internal tests and real-world testing also gives us a much better outlook of the cards.
Although I appreciate the insight, my suspicion is that their won't be much "real-world testing" done until she is no longer exclusive... and then maybe still not.
If you want her to be a 26 cost creature she needs to be in line with other similarly costed mythics. And honestly she isn't even as good as Odric at 24 mana. Maybe she is up there with world breaker? I am sure a great deck could be formed around here, but I suspect it also has much better cards that make her good. ie deploy, sovereign skyship, etc0 -
ZW2007- wrote:Mainloop25 wrote:While I don't doubt that there is a way to make her viable, it would really help to see her performing "pretty well."
Believe me, I know. I was just trying to give them the benefit of the doubt.0 -
The reason why the paper version of Dipala is good is because you can get it out early and ensure that your deck functions the way you want it to. She functions as a utility creature, helping you get the cards that make your deck run smoothly. This version is simply going to clog up your hand and waste a lot of turns, probably getting you half killed in the process.
I feel like this was designed to compete with Olivia, Mobilized for War but Dipala is far from it. The big difference with Olivia is that she works well with ANY creature, not just vampires, and not to mention Madness cards. She hits the table with impact and requires immediate removal or its gonna be game. Dipala is super clunky and probably helps your opponent win more then you.
If she cost way less, maybe in the 10-15 range, she might see play. MIGHT.0 -
Depala is more comparable with the Geier Reach Bandit Mythic thats $30, can't remember his name.0
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