Are the Gods Godlike?
Comments
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wereotter said:shteev said:babar3355 said:Amadeus said:shteev said:So... Cast Out is not a problem and everyone should have it at uncommon, but Mythics like Rhonas and Hazoret should be rubbish.
This really doesn't make any sense to me.Um, no. You can kill his other creatures so he cant attack or block. You can bounce him back to hand with disperse or anchor to the aether. You can disable him in white, blue, or any color with deadlock trap and then kill him with destroy spells.
Oh, or you can give him -1/-1 counters to kill him.
Rhonas + mantle + Kefnet or GR... get you closer to unstoppable.. but still can be disabled or bounced.
Honestly, If you can't deal with a Rhonas, then you're not going to be able to compete at Platinum Tier. If you're not AT Platinum level, and you think it's unfair that you should be playing against Mythic creatures like Rhonas that are way above your personal power level while you're only Silver or Bronze, then, well, I agree with that.
'Nissa 1 doesn't have enough common cards that I like to deal with this' is a ludicrous, ludicrous reason for nerfing a card.
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I still don't understand why you don't get the big drawback of Rhonas... he can only attack or block with a big fatty buddy. remove the big fatty buddy...
If he is running with a Gaea's Revenge which you cant deal with... then you can't deal with Gaea's Revenge regardless of Rhonas... you just die faster or lose the race.
I guess mono-green lost their only removal with scour, so if you are stupid enough to run mono-green perhaps you cant deal with Rhonas (without colorless disables), but you also cant deal with anything in the game...
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babar3355 said:
I still don't understand why you don't get the big drawback of Rhonas... he can only attack or block with a big fatty buddy. remove the big fatty buddy...
If he is running with a Gaea's Revenge which you cant deal with... then you can't deal with Gaea's Revenge regardless of Rhonas... you just die faster or lose the race.
I guess mono-green lost their only removal with scour, so if you are stupid enough to run mono-green perhaps you cant deal with Rhonas (without colorless disables), but you also cant deal with anything in the game...
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I would also like to point out... that perhaps they do nerf this and it is seen as a bug. But my point to the post is not... "Will they be nerfed" but "Should they be nerfed"0
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shteev said:wereotter said:shteev said:babar3355 said:Amadeus said:shteev said:So... Cast Out is not a problem and everyone should have it at uncommon, but Mythics like Rhonas and Hazoret should be rubbish.
This really doesn't make any sense to me.Um, no. You can kill his other creatures so he cant attack or block. You can bounce him back to hand with disperse or anchor to the aether. You can disable him in white, blue, or any color with deadlock trap and then kill him with destroy spells.
Oh, or you can give him -1/-1 counters to kill him.
Rhonas + mantle + Kefnet or GR... get you closer to unstoppable.. but still can be disabled or bounced.
Honestly, If you can't deal with a Rhonas, then you're not going to be able to compete at Platinum Tier. If you're not AT Platinum level, and you think it's unfair that you should be playing against Mythic creatures like Rhonas that are way above your personal power level while you're only Silver or Bronze, then, well, I agree with that.
'Nissa 1 doesn't have enough common cards that I like to deal with this' is a ludicrous, ludicrous reason for nerfing a card.By the very nature of the combat system in this game being different from the combat system in paper magic, the restrictions on the number of creatures one can have in play, and the retaining of the strengths and weaknesses of each color, certain adjustments to cards MUST be made in order to accommodate this. You can't just say "run this one card which is the ONLY card that can deal with it" and think that's a fair solution to 60% of the colors who would not be able to interact with the problem outside of that.The gods should be powerful, they should be intimidating, I absolutely agree there. But they also should be something that can be addressed by every color, and not just something that forfeits the game when you encounter one. Thats why I still say make them truly indestructible, make them immune to kill spells, make them not take combat damage when blocked, but also make them entirely unable to ever block.0 -
wereotter said:shteev said:wereotter said:shteev said:babar3355 said:Amadeus said:shteev said:So... Cast Out is not a problem and everyone should have it at uncommon, but Mythics like Rhonas and Hazoret should be rubbish.
This really doesn't make any sense to me.Um, no. You can kill his other creatures so he cant attack or block. You can bounce him back to hand with disperse or anchor to the aether. You can disable him in white, blue, or any color with deadlock trap and then kill him with destroy spells.
Oh, or you can give him -1/-1 counters to kill him.
Rhonas + mantle + Kefnet or GR... get you closer to unstoppable.. but still can be disabled or bounced.
Honestly, If you can't deal with a Rhonas, then you're not going to be able to compete at Platinum Tier. If you're not AT Platinum level, and you think it's unfair that you should be playing against Mythic creatures like Rhonas that are way above your personal power level while you're only Silver or Bronze, then, well, I agree with that.
'Nissa 1 doesn't have enough common cards that I like to deal with this' is a ludicrous, ludicrous reason for nerfing a card.By the very nature of the combat system in this game being different from the combat system in paper magic, the restrictions on the number of creatures one can have in play, and the retaining of the strengths and weaknesses of each color, certain adjustments to cards MUST be made in order to accommodate this. You can't just say "run this one card which is the ONLY card that can deal with it" and think that's a fair solution to 60% of the colors who would not be able to interact with the problem outside of that.The gods should be powerful, they should be intimidating, I absolutely agree there. But they also should be something that can be addressed by every color, and not just something that forfeits the game when you encounter one. Thats why I still say make them truly indestructible, make them immune to kill spells, make them not take combat damage when blocked, but also make them entirely unable to ever block.
In my opinion, the gods are fine as they are currently implemented. In regards to the question of design of the cards, they already have several hoops you have to jump through to activate them as attackers or potentially blockers and you have to add cards in to make them blockers.
You should be building decks with the current meta in mind for PVP events. If vial is your best option, then run it. If you don't include answers to powerful strategies currently being employed by player made decks, expect to lose a percentage of the time when the AI manages to cobble together a combo.
Magic is a game of rock-paper-scissors, part of deckbuilding is to decide what position you want to take. If you think Rock is going to be the most fielded deck, you take Paper and expect to lose sometimes to Scissors, but make up for that by beating the more likely faced Rock decks. Don't complain that your Scissors deck loses to Rock most of the time.
The issue of nerfing is suitable when Rock decks start defeating Paper decks because the usual weaknesses of Rock are removed. In our case the Gods have plenty of cards that can deal with either them or their activation conditions. It is up to the deckbuilder to decide if the risk of facing a potential god is worth adding in the answer.0 -
majincob said:wereotter said:shteev said:wereotter said:shteev said:babar3355 said:Amadeus said:shteev said:So... Cast Out is not a problem and everyone should have it at uncommon, but Mythics like Rhonas and Hazoret should be rubbish.
This really doesn't make any sense to me.Um, no. You can kill his other creatures so he cant attack or block. You can bounce him back to hand with disperse or anchor to the aether. You can disable him in white, blue, or any color with deadlock trap and then kill him with destroy spells.
Oh, or you can give him -1/-1 counters to kill him.
Rhonas + mantle + Kefnet or GR... get you closer to unstoppable.. but still can be disabled or bounced.
Honestly, If you can't deal with a Rhonas, then you're not going to be able to compete at Platinum Tier. If you're not AT Platinum level, and you think it's unfair that you should be playing against Mythic creatures like Rhonas that are way above your personal power level while you're only Silver or Bronze, then, well, I agree with that.
'Nissa 1 doesn't have enough common cards that I like to deal with this' is a ludicrous, ludicrous reason for nerfing a card.By the very nature of the combat system in this game being different from the combat system in paper magic, the restrictions on the number of creatures one can have in play, and the retaining of the strengths and weaknesses of each color, certain adjustments to cards MUST be made in order to accommodate this. You can't just say "run this one card which is the ONLY card that can deal with it" and think that's a fair solution to 60% of the colors who would not be able to interact with the problem outside of that.The gods should be powerful, they should be intimidating, I absolutely agree there. But they also should be something that can be addressed by every color, and not just something that forfeits the game when you encounter one. Thats why I still say make them truly indestructible, make them immune to kill spells, make them not take combat damage when blocked, but also make them entirely unable to ever block.
In my opinion, the gods are fine as they are currently implemented. In regards to the question of design of the cards, they already have several hoops you have to jump through to activate them as attackers or potentially blockers and you have to add cards in to make them blockers.
You should be building decks with the current meta in mind for PVP events. If vial is your best option, then run it. If you don't include answers to powerful strategies currently being employed by player made decks, expect to lose a percentage of the time when the AI manages to cobble together a combo.
Magic is a game of rock-paper-scissors, part of deckbuilding is to decide what position you want to take. If you think Rock is going to be the most fielded deck, you take Paper and expect to lose sometimes to Scissors, but make up for that by beating the more likely faced Rock decks. Don't complain that your Scissors deck loses to Rock most of the time.
The issue of nerfing is suitable when Rock decks start defeating Paper decks because the usual weaknesses of Rock are removed. In our case the Gods have plenty of cards that can deal with either them or their activation conditions. It is up to the deckbuilder to decide if the risk of facing a potential god is worth adding in the answer.
First and most importantly, green's primary creature removal spell has not been translated into the game despite two printings of it since launch. Prey Upon was printed both in Eldritch Moon and in Aether Revolt, but because it's a green staple, it was printed at common rarity, and because it was a common card in a small set, D3 ignored it. Prey Upon if in the game would give green an opportunity to remove other creatures and put the god back to sleep.
The other issues come with how mechanics have translated to the game. Granted some must change for simplicity, but in paper magic, reach doesn't mean a creature must block, only that it can block fliers. Additionally, apart from special circumstances, one creature can not block multiple attaches. So green could theoretically do what it does well, and go wide. One god couldn't block an army of tokens. Problem is the translation of that here both treats all the tokens as one creature, that you can only have three creatures out at once, and that one creature can block all attackers.
Last problem here, green excels at destroying equipment and enchantments, but that's not been translated well here as many effects that would be enchantments, and thus should operate like a support, have been translated into spells. Mantle of Webs, in this case, is an enchantment, meaning green should be able to remove the +1/+3 and reach from the creature, but in this game it can not.
Ultimately, this isn't a problem of that color not having the tools, or being paper if the gods are scissors in your comparison, but is more the result of a year and a half of neglect for one color and incorrect implementation of card mechanics. So, while correcting course on these issues would be best in the long term, in the short term, something needs done to correct the mistake allowing all players to be able to play what they enjoy.1 -
For PVP In platinum level, it's always safest to run a planeswalker that splashes multiple colours. You run a very high risk by limiting your card selection.
@wereotter if you are dead-set in running mono-green, you can run Rogue's Passage. It gives unblockable to your first creature. It was one of the few solutions to getting around RC with reach.
There aren't many solutions to ultimate combos, but you can either
a) Prevent yourself from getting into that position (ie. choose a more versatile planeswalker) or
b) Prepare yourself with tools to get out of that position
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wereotter said:majincob said:wereotter said:shteev said:wereotter said:shteev said:babar3355 said:Amadeus said:shteev said:So... Cast Out is not a problem and everyone should have it at uncommon, but Mythics like Rhonas and Hazoret should be rubbish.
This really doesn't make any sense to me.Um, no. You can kill his other creatures so he cant attack or block. You can bounce him back to hand with disperse or anchor to the aether. You can disable him in white, blue, or any color with deadlock trap and then kill him with destroy spells.
Oh, or you can give him -1/-1 counters to kill him.
Rhonas + mantle + Kefnet or GR... get you closer to unstoppable.. but still can be disabled or bounced.
Honestly, If you can't deal with a Rhonas, then you're not going to be able to compete at Platinum Tier. If you're not AT Platinum level, and you think it's unfair that you should be playing against Mythic creatures like Rhonas that are way above your personal power level while you're only Silver or Bronze, then, well, I agree with that.
'Nissa 1 doesn't have enough common cards that I like to deal with this' is a ludicrous, ludicrous reason for nerfing a card.By the very nature of the combat system in this game being different from the combat system in paper magic, the restrictions on the number of creatures one can have in play, and the retaining of the strengths and weaknesses of each color, certain adjustments to cards MUST be made in order to accommodate this. You can't just say "run this one card which is the ONLY card that can deal with it" and think that's a fair solution to 60% of the colors who would not be able to interact with the problem outside of that.The gods should be powerful, they should be intimidating, I absolutely agree there. But they also should be something that can be addressed by every color, and not just something that forfeits the game when you encounter one. Thats why I still say make them truly indestructible, make them immune to kill spells, make them not take combat damage when blocked, but also make them entirely unable to ever block.
In my opinion, the gods are fine as they are currently implemented. In regards to the question of design of the cards, they already have several hoops you have to jump through to activate them as attackers or potentially blockers and you have to add cards in to make them blockers.
You should be building decks with the current meta in mind for PVP events. If vial is your best option, then run it. If you don't include answers to powerful strategies currently being employed by player made decks, expect to lose a percentage of the time when the AI manages to cobble together a combo.
Magic is a game of rock-paper-scissors, part of deckbuilding is to decide what position you want to take. If you think Rock is going to be the most fielded deck, you take Paper and expect to lose sometimes to Scissors, but make up for that by beating the more likely faced Rock decks. Don't complain that your Scissors deck loses to Rock most of the time.
The issue of nerfing is suitable when Rock decks start defeating Paper decks because the usual weaknesses of Rock are removed. In our case the Gods have plenty of cards that can deal with either them or their activation conditions. It is up to the deckbuilder to decide if the risk of facing a potential god is worth adding in the answer.
First and most importantly, green's primary creature removal spell has not been translated into the game despite two printings of it since launch. Prey Upon was printed both in Eldritch Moon and in Aether Revolt, but because it's a green staple, it was printed at common rarity, and because it was a common card in a small set, D3 ignored it. Prey Upon if in the game would give green an opportunity to remove other creatures and put the god back to sleep.
The other issues come with how mechanics have translated to the game. Granted some must change for simplicity, but in paper magic, reach doesn't mean a creature must block, only that it can block fliers. Additionally, apart from special circumstances, one creature can not block multiple attaches. So green could theoretically do what it does well, and go wide. One god couldn't block an army of tokens. Problem is the translation of that here both treats all the tokens as one creature, that you can only have three creatures out at once, and that one creature can block all attackers.
Last problem here, green excels at destroying equipment and enchantments, but that's not been translated well here as many effects that would be enchantments, and thus should operate like a support, have been translated into spells. Mantle of Webs, in this case, is an enchantment, meaning green should be able to remove the +1/+3 and reach from the creature, but in this game it can not.
Ultimately, this isn't a problem of that color not having the tools, or being paper if the gods are scissors in your comparison, but is more the result of a year and a half of neglect for one color and incorrect implementation of card mechanics. So, while correcting course on these issues would be best in the long term, in the short term, something needs done to correct the mistake allowing all players to be able to play what they enjoy.
Instead of a nerfing that would devalue a very flavorful, useful, and mythic ability, they should differentiate "prevent damage" and "Indestructable" in their code and add in more answers.
With the planned release of extra cards to sets more often than once every 3 months, adding in more answers should not take much more time than changing and testing the current code.
I think the rub in my mind is that "allowing all players to be able to play what they enjoy" also includes allowing players to play with their (rightfully) powerful gods. I do not currently own any gods, but I'm hoping to earn enough unobtanium to get one before they leave the vault. I'll be a sad panda when they nerf it right after I've spent all my unobtanium on it.0 -
I think long term Indestructible could be healthy if we had more exile effects but it's definitely too soon right now to go in that direction. Perhaps after this block and moving into the next set six months from now we might have the chance to revisit it after getting more exile effects.
Until then we have bigger problems, like how we are going to react to a 1000 crystal, 3-color Nicol Bolas planeswalker in a few months...0 -
It's nicol announced?
We didn't get Ugin.. I don't think we'll get this dragon.
Three colors would be a total overkill.
I like the indestructible design of the gods. I'll have my fun with it, but don't cry when they'll get nerfed. I was always possible to work around it, when I faced them. Even with reach :can't block won't block.
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3 color PW will be a little less busted in standard. Honestly in legacy I already have to bench cards I really want in my decks for the 10 card maximum. I wish they would stretch the deck size a bit. Obviously it makes building harder, but in a good way.0
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Laeuftbeidir said:It's nicol announced?
We didn't get Ugin.. I don't think we'll get this dragon.
Three colors would be a total overkill.
I like the indestructible design of the gods. I'll have my fun with it, but don't cry when they'll get nerfed. I was always possible to work around it, when I faced them. Even with reach :can't block won't block.
I do wonder if they will skip adding him because of the power three colors gives if indeed he is a Grixis color walker considering they skipped Tamiyo in Eldritch Moon, probably because she was three colors.0 -
wereotter said:I do wonder if they will skip adding him because of the power three colors gives if indeed he is a Grixis color walker considering they skipped Tamiyo in Eldritch Moon, probably because she was three colors.
I think it really depends on how much D3 wants to fleece people for money at this point. I don't think any other consideration (such as power level) really matters beyond simple greed.0 -
Corn Noodles said:wereotter said:I do wonder if they will skip adding him because of the power three colors gives if indeed he is a Grixis color walker considering they skipped Tamiyo in Eldritch Moon, probably because she was three colors.
I think it really depends on how much D3 wants to fleece people for money at this point. I don't think any other consideration (such as power level) really matters beyond simple greed.0 -
Bolas will be a 3 color PW, with +6 gains for his primaries and +1 for the other 2. He will only be available for purchase, at the bargain price of $299.99.
Will be bundled with 10,000 runes, 100 crystals, 5 unobtanium and a basic booster.2 -
I'd expect $99.99 for a 3-color Bolas.0
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They could always make indestructible a keyword and differentiate between the two. I don't necessarily have an issue with gods being indestructible. They all require an outside element to be able to attack or block. Cards like UC were never meant to be indestructible, and shouldn't be. This is another issue in which it would be helpful for d3 to confirm or deny. We obviously have no idea what's going on. We're still wading through the rather ridiculous amount of bugs from the current update.0
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Corn Noodles said:I'd expect $99.99 for a 3-color Bolas.
To quote a wiser man than meCorn Noodles said:Satire is never appreciated.1 -
wereotter said:
I do wonder if they will skip adding him because of the power three colors gives if indeed he is a Grixis color walker considering they skipped Tamiyo in Eldritch Moon, probably because she was three colors.
They didn't do Taimyo because frankly no one cares about 3 color Tamiyo, though it is a good point to say that she wasn't made. Tamiyo wasn't worth breaking that wall down. Bolas is a huge deal, literally the big baddie from 20+ years of Magic lore (props to Yawgmoth of course!) and is the focus of the entire Amonkhet plane. He will be here, and there is no way he will be less than three colors. Prepare your wallet!0
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