DOM Cards That Need Buffs
Comments
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wereotter said:HomeRn said:wereotter said:Bloodtallow Candle. Considering you can’t destroy your own supports, and this one has to die before it does anything it should have maybe two shields. Or activated gems that destroy the support.
Still Red, but now two cards.
If you want to go Legacy, Metalwork Colossus. Colorless, and an extra revenge shot if they kill your Colossus.
I only use the Candle when I'm up against an opponent whom I suspect is likely to try to destroy it. A high-level Vraska. Someone casting World-Breaker. A World Reborn node 1.3, who likes to cast Haphazard Bombardment (for whatever reason).0 -
DBJones said:Thopter tokens do have the artifact subtype. I noticed while playing Saheeli without vehicles. I don't have Traxos to check if they properly trigger him though. If they do using him with Thopter Spy Network (and another support obviously) would remove his disadvantage entirely.
I have tried it with
and it does not work (I do not have Traxos).0 -
rafalele said:DBJones said:Thopter tokens do have the artifact subtype. I noticed while playing Saheeli without vehicles. I don't have Traxos to check if they properly trigger him though. If they do using him with Thopter Spy Network (and another support obviously) would remove his disadvantage entirely.
I have tried it with
and it does not work (I do not have Traxos).0 -
Mburn7 said:rafalele said:DBJones said:Thopter tokens do have the artifact subtype. I noticed while playing Saheeli without vehicles. I don't have Traxos to check if they properly trigger him though. If they do using him with Thopter Spy Network (and another support obviously) would remove his disadvantage entirely.
I have tried it with
and it does not work (I do not have Traxos).
Think that if you have problems with the cards text in English in Spanish is not better.
For example the Damping sphere is much worst in Spanish than in English, while in English the effect of reducing bonus is for both players in Spanish is for the player who casts it (I believe that the effect is the same but the card text is really wrong in Spanish).0 -
So where to start? Boy oh boy... This set has some superb hits and some awful misses. Gonna focus on mythics and masterpieces I own really... cause I feel I had suhc a bad luck with them I have to complain.
Darigaaz Reincarnated - really, you think anyone will wait so much for it to "return"? Sure, it keeps coming back, but trust me when I say it's so slow you're not going to bother with it. I guess some silver players might like this, but for me it's too little.
Haphazard Bombardment - so cool on paper, so awful in practice. It's not enough that it costs a fortune (17 mana... really?!), but it only starts taking effect the next turn. Did I mention it can target your own supports... including itself?! Just BAD!
Mishra's Self Replicator - could end up getting good, but I still haven't really found a way to "break" it in any way. If it had trample it would be a slightly different story.
Torgaar, Famine Incarnate - another "cool in theory, awful in practice" card. Losing reinforcements means you are practically resetting your side of the board big time. If anyone finds some proper use for this, let me know.
Multani, Yavimaya's Avatar - bad bad bad. Land pumps are useless in MTGPQ. Nobody is going to make a land-centric deck only to boost Multani by +2/+2 for each land. The reach won't make it survive long either. And it's a measley 3/3 to begin with. Ugh...
Traxos, Scourge of Kroog - the card I HATE from this set. Not only did I drop it waaaay to often than I'm supposed to, but the level of "bad" is impossible to describe. An 8/8 for 12 is not something that impressive, and if you add the "can't attack" clause on it with no other keywords, it's plain awful. Not worth the trouble really. Somebody compared it with the Mage-Ring Giant (or however that card from Origins is called), but that card could actually be occasionally good.
Pernicious Deed - I have this as my only masterpiece, and I have to say it is probably the most useless. I played with it a few times, hurt myself way too much with it, then stopped using it. I get the idea of symmetry, but the cost is absurd and not having an option to actually pop it can sometimes hurt you really really badly! Stay away from it!3 -
Just tested, Traxos does not work with Thopter Spy Network, and even worse, it doesn't even trigger when a copy of itself is played! Traxos is historic, but does not trigger his own ETB effect because it registers as a reinforcement.However, I did manage to kinda find a way to make him less sucky (he still sucks, the deck would be better off just using something else), but Weatherlight + Jhoira + Powerstone Shard helps him get moving on an almost every turn basis. Weatherlight being the real engine that powers Traxos by hooking you up with historics to cast. Snag a few Powerstones and it hums along, but at that point you're just 2-3 swings away from ending the game.Just having a body that swings for 5-6 every turn is better than Traxos over the course of a game.3
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Mishra's Self Replicator - could end up getting good, but I still haven't really found a way to "break" it in any way. If it had trample it would be a slightly different story.- I brought him easily to a dozen reinforcements..normally the game is over at that point, but it could go further. I have to hold myself back to not throw him in every legendaries matter deck.. He really doesn't need a buff0
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Quantius said:Just tested, Traxos does not work with Thopter Spy Network, and even worse, it doesn't even trigger when a copy of itself is played! Traxos is historic, but does not trigger his own ETB effect because it registers as a reinforcement.
- The creature is CAST
- The creature ENTERS THE BATTLEFIELD
I am unfortunately not able to find a discriminate example between these two triggers to prove they both actually exist in MTGPQ. I know there are card descriptions that mention "casting" but also trigger from cards entering the battlefield, returning from graveyard, tokens being generated etc.
But nevertheless, if this did not hold true, cards like Pig, Emrakul, Bontu's Monument, God-Pharaoh's Faithful etc. would not work in the example above!
What I think is that Traxos was simply meant to read "Whenever you cast a historic card that is not named Traxos, Scourge of Kroog, Traxos loses 'Can't Attack' until end of turn".
I expect this was done to avoid Traxos enabling itself the first time, though if this were paper magic, it could not trigger itself. This is because when you cast your first copy, it's not actually on the battlefield. Its triggered ability triggers only when Traxos is already on the battlefield.
In MTGPQ however the mysterious stack they recently developed remains... a mystery.0 -
bken1234 said:Mburn7 said:bken1234 said:Mburn7 said:I just got Haphazard Bombardment. Not sure if its useful at all.0
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Tilwin90 said:
Torgaar, Famine Incarnate - another "cool in theory, awful in practice" card. Losing reinforcements means you are practically resetting your side of the board big time. If anyone finds some proper use for this, let me know.
So ... i recently pulled 3 premium packs, first was a dupe, second was haphazard bombardment and third was Torgaar ... I felt almost happy considering what came before him.
For 1200 jewels, i absolutely had to find something useful so i worked around Torgaar ... Obviously.
I found 2 decent ways to use him in standard... But in most cases its just for flavor, as the reinforcments could do the job too.
First is thopter network ... Tokens are generated fast, it reduces the cost of torgaar and the 3 times damages compensate the loss of tokens. As the last thopter remains you don't suffer sumoning sickness on next turn.
Second is valduk flamekeeper. With a treasure based build he generates a nice bunch of tokens that would be destroyed at the end of turn. The problem is ... Each token is 3/1 so they would have done the same amount of damage. You can still bypass a blocker and reduce the cost of torgaar though.
Also tried with gobelins and squee but its really disapointing ... I wouldnt recommend it.
I also think there is a good potential in a saproling deck ... But slimefoot still rules in this domain. Playing both could make sense.0 -
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Froggy said:bken1234 said:Mburn7 said:bken1234 said:Mburn7 said:I just got Haphazard Bombardment. Not sure if its useful at all.2
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FindingHeart8 said:Mburn7 said:Wolfteeth said:Traxos sucks and is an Uncommon at bestand in the same set there's an 11 for a 9/3 uncommon (demonfrog) that can attack every turn.That is why Traxos sucks. Also because I just packed him with my 400 crystals and I would've been happy with ANY OTHER mythic of that set. Oh I'm not salty, not the slightest bit
She is uncommon
Make him 12/12 and its perfect0 -
I just want to chime in and agree that Traxos is terrible. If you build an entire deck around making him work, he's playable at best. A creature that's unable to attack is just useless and unfun. There's a reason my Mage-Ring Responder still has 0 xp and it was one of my first rares nearly two years ago.
Mox Amber is another terrible mythic. It is a mana accelerator that cost 15 mana and does almost nothing on its own. For 14 mana I could cast two Worn Power Stones (which are also useless) and get a guaranteed 2 mana a turn (granted this would cost me two cards). Mox Amber by itself will get me 1 mana per turn if I am lucky enough to have one of its 3 activate gems on a match worth making. Just stick to blue or red so you can use Storm the Vault. It's far superior to Mox Amber, even if your PW has a neutral mana bonus to blue.
Just to elaborate on Mox Amber's terribleness:
1. It costs 15 mana to play.
2. It has activate 3 so you aren't getting guaranteed mana each turn like you would with almost any other mana support.
3. It only generates decent mana if you've cast other cards besides it.
Bonus: It isn't even working correctly and giving additional mana for each reinforcement of your Historic cards.
So either you invest 15 mana early and it is useless until you start casting other cards that actually do something, or you cast it after you already have an established board and it is useless because you already have an established board and the initial 15 mana cost would have been better spent advancing your win condition. It is either a do-nothing or a win-more. This card has no place in this game in its current form, other than disappointing those that open it.
Activate 3 is just cruel on a card that does nothing besides give mana. It's okay for a creature like Llanowar Elves to have activate 3 to convert three because the elves can still attack each turn and do something useful. Mox just sits there making me hate it. Compare it to Pyramid giving 3 mana per turn at an initial cost of 5 mana or 6 mana per turn for 10 mana and two cards. Mox would require itself plus 5 more cards to be cast to give the same amount of mana per turn that pyramid gives with two cards cast.
Mox should cost 10 and have the exact same effect it currently has except it should say "At the beginning of your turn," instead of "Activate 3:".
They seem to think that fast mana is just destroying this game when in reality its massive burst mana that is bad. Having multiple huge green converters is bad, having a few strong colorless accelerators is fine. Both card types require slots in your deck which remove space for threats or reaction cards. However, the big green converters can be held in hand and then immediately fill up a threat that you draw later while also generating massive amounts of loyalty which has its own advantages (cough, Kiora, cough). Holding a colorless accelerator would be pointless, and casting it leaves it vulnerable to removal and it won't instantly fill whatever big threat you draw plus they generate zero loyalty.
TL;DR: Mox Amber needs a buff and so do other colorless mana accelerators.2 -
A Mox is supposed to be one of the most powerful cards in the game, and this one is just rubbish.0
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Mburn7 said:FindingHeart8 said:Mburn7 said:Wolfteeth said:Traxos sucks and is an Uncommon at bestand in the same set there's an 11 for a 9/3 uncommon (demonfrog) that can attack every turn.That is why Traxos sucks. Also because I just packed him with my 400 crystals and I would've been happy with ANY OTHER mythic of that set. Oh I'm not salty, not the slightest bitANY OTHER mythic? Seriously? You want to trade for my Haphazard Bombardment? That was my "elite" pack pull.Also, you really can't compare anything to Yargle. Yargle is the greatest card ever made (see my release day post for full commentary)
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bken1234 said:Froggy said:bken1234 said:Mburn7 said:bken1234 said:Mburn7 said:I just got Haphazard Bombardment. Not sure if its useful at all.0
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@ZW2007 I think you're using it wrong. It is an expensive card to get into play, and I do think that misses the point of moxes in MTG as a whole, but it works off reinforcements in general, not just historic cards.So if you have a stack of 6 saprolings or vampires and you match an activated gem, it gives you 6 mana. So it's not too difficult to build a deck focused on token stacks and pump 12 to 20 mana on an activation.Here's a work in progress:VraskaCreatures:Torgaar, Famine IncarnateElfhame DruidSpells:Hour of PromiseDesert of the GlorifiedSpore SwarmSaproling MigrationDark BargainSupports:The Immortal SunSunset PyramidMox AmberBecause I get so much mana with this deck, I need a lot of card draw to keep cards in hand, but I usually gain mana in the teens with Mox Amber's mana gen. I prioritize activated gems over on-color matches.0
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wickedwitch74 said:A Mox is supposed to be one of the most powerful cards in the game, and this one is just rubbish.
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Mox Amber is not good as is by the time that card is worth a damn the game is over anyway. Here are my suggestion which I think could be helpfully.
Option 1: Leave as is and reduce cost between 5-8. At 15 the card cost way to much for it abilty and when it’s comes out it makes no really difference at 15 cast. If this card is to stay in it’s current state let us get it first turn and have it help us build our game throughout the match.
Option 2: Gve it a a lot of activate gems smiliar to captiving crew. When CC first appeared it was hard to break gems without hitting an activate gem. Basically if Mox amber is going to give you small mana gains have it give it to the player several times a turn. In its current version you may make one gem break for 3-4 mana which just isn’t pleasing for a 15 cast mythic support.
Option 3: buff it’s mana gains. If it will stay at activate 3 at 15 cast at least make its worth having give it a multiplier of 3 times the historic cards you have on the board.
Other fun ideas: give mana for every historic card you have both on board and In hand. Another one which could be cool mox Amber gives one mana for every histoiric card in the board.
I THINK that those are some pretty good suggestion of course they won’t be use exactly but I think the answer is there. Probably a combination of all 3 options. Maybe cheaper with more activates or something like a little cheaper less activates 3 x multiplier.
P.S Traxos sucks needs to get a huge buff, dude is a giant battering ram. In paper he is cast 4 for 7/7 with can’t acttack. Mind you that is against an opponent with 20 life. I envision him as a huge monster creature that should be a looming threat. I would like to see him set as like 15/15 but I would settle for a 12/12.
Torgaar is a lame card atm. The only way he is player is with TSN. Mythics should not be pigeon holed to weird combos like that. Togaar should have everything the same EXCEPT he does two time damages or reenforcements and they don’t die OR he does three times damage and you lose half of your rennforecment rounded down.
Multani is a legendary being in MTG. He should be an amazing card. His abilities are actually pretty good, but then you guys went and gave him reach. So that’s where I’m at with that........
Haphazrd is actually a really interesting card and if fixed could be an amazing card. It basically makes using supports next to impossible a great game changer with all these other great suppprts out. Vault, seal away, lich just to name a few. If this card just didn’t destroy it self it would be a very playable card. There is a good deal of support removal in most colors now except blue/ black so it’s not impossible to destroy. Along with that if you ask anyone and I mean anyone about sword of animist they will tell that when you’re taking out block gems like that 3x3 or 5x5 you eventually (short eventually) will take out all your supports as well.
TLDR: amber, multani, Traxos, haphazard, and torgaar need buffs.
Devs keep it up you’re doing a good job. For the interest of fairness I have 3/5 cards mentioned above.
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