DOM Balancing Ideas
Comments
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Akroma could use something to consider her over other red creatures of a similar cost (Darigaaz, Verix, Etali, Regisaur Alpha, Burning Sun's Avatar; all of which have an immediate impact).
As @ZW2007- pointed out: she's a 17 to cast creature that commonly attacks for 9 after she survives a turn. There's not much to see there.
Having +3/+0 activated gems (or even +2/+0) would make her stand out a bit more.
Without a buff, I'd probably only run Akroma over another red baddie if I had Lyra.
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ninjark said:Akroma could use something to consider her over other red creatures of a similar cost (Darigaaz, Verix, Etali, Regisaur Alpha, Burning Sun's Avatar; all of which have an immediate impact).
As @ZW2007- pointed out: she's a 17 to cast creature that commonly attacks for 9 after she survives a turn. There's not much to see there.
Having +3/+0 activated gems (or even +2/+0) would make her stand out a bit more.
Without a buff, I'd probably only run Akroma over another red baddie if I had Lyra.I would definitely play around with her if I had her. Plus she's already larger than most creatures in red in standard at her cost and lower with the closest being Avaricious Dragon at 15 mana and Verix Bladewing at 18 mana.0 -
For 17 mana, she's already a solid creature. I can understand that a +1/+1 doesnt look too useful but i think a +3/+3 instead would be too much. Its not too difficult to activate 2 or 3 gems among the 4 if you build a bit around it. A +2/+2 would be the compromise ... Maybe?
As a sidenote, If we are really talking about making her close to the paper version, then her mana cost should be raised too (she's an 8 mana creature in paper .... Much harder to gather than the 17 mana of the PQ version ... ). To compare, Gaea's revenge is 7 mana in paper and costs 23 mana in PQ.
I don't understand why +3/+0 would be too much though. She'd attack as an 11/8 and in some cases maybe pop more than one activate and swing even harder. She would never be good defensively without outside help and would still die to an 8 power blocker. I also think they could do something different like give her hexproof to blue and white since protection seems out of the question or just change it to Hexproof if your opponent is a Blue or White planeswalker.
(Disclaimer: I don't own Akroma, I just think the card looks uninteresting and not worthy of being an MP but a lot in this cycle feel that way.)0 -
*Updated with Akroma*Wow, there are a lot of underwhelming masterpieces that could be really good with really minor tweaks. Go figure.0
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Mburn7 said:*Updated with Akroma*Wow, there are a lot of underwhelming masterpieces that could be really good with really minor tweaks. Go figure.
We had a similar situation with XLN but that entire set got buffed while some of the MPs remain terrible (looking at you Aether Vial) or broken (looking at you Knight of the Reliquary).0 -
I'm really not seeing how Living Death seems excellent. It's a one time board wipe and GY exile for 3 creatures the next turn. If those creatures don't then die, you have nothing in your GY to return the next time it's cast, which means you'd have to cast it twice in that scenario to just get those same creatures back.
Primeval's Glorious Rebirth just seems all around superior at Mythic. Use the right creatures in your deck and you can board wipe just as swiftly with that, and it doesn't exile everything else from your GY to boot.1 -
Living Death exiles the graveyard and then destroys the board. So it does set you up for casting the next copy.
Living death is excellent. If a board wipe and casting of 3 creatures in one card isn't good enough for people then I don't know what is. I don't think the brokenness of glorious rebirth is a good measuring stick to determine how good another card is. Casting 3 creatures is of course not as impressive as casting a bazillion creatures. But it is enough to put you ahead in the game if you were falling behind. The extra creatures cast by rebirth are just an overkill anyway.2 -
ZW2007- said:Mburn7 said:*Updated with Akroma*Wow, there are a lot of underwhelming masterpieces that could be really good with really minor tweaks. Go figure.
We had a similar situation with XLN but that entire set got buffed while some of the MPs remain terrible (looking at you Aether Vial) or broken (looking at you Knight of the Reliquary).1 -
khurram said:Living Death exiles the graveyard and then destroys the board. So it does set you up for casting the next copy.
It sounds similar to how The Great Aurora should have functioned when put in PQ, though with supports in that case.0 -
ZW2007- said:Mburn7 said:*Updated with Akroma*Wow, there are a lot of underwhelming masterpieces that could be really good with really minor tweaks. Go figure.
We had a similar situation with XLN but that entire set got buffed while some of the MPs remain terrible (looking at you Aether Vial) or broken (looking at you Knight of the Reliquary).0 -
Flash
To be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled.
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rafalele said:Flash
To be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled.
I don't know how cost adds up for abilities but adding that would kick it up 1 point to 9 and still be somewhat useable.2 -
Rhasget said:rafalele said:Flash
To be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled.
I don't know how cost adds up for abilities but adding that would kick it up 1 point to 9 and still be somewhat useable.1 -
Mburn7 said:Rhasget said:rafalele said:Flash
To be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled.
I don't know how cost adds up for abilities but adding that would kick it up 1 point to 9 and still be somewhat useable.
If it gets played in Gregs turn the creature destroys when his turn end.
Therefore it is mostly useless unless you have a specific build (like Flash out Ghishat to fill the next dino with mana).1 -
Rhasget said:Mburn7 said:Rhasget said:rafalele said:Flash
To be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled.
I don't know how cost adds up for abilities but adding that would kick it up 1 point to 9 and still be somewhat useable.
If it gets played in Gregs turn the creature destroys when his turn end.
Therefore it is mostly useless unless you have a specific build (like Flash out Ghishat to fill the next dino with mana).0 -
Mburn7 said:Rhasget said:Mburn7 said:Rhasget said:rafalele said:Flash
To be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled.
I don't know how cost adds up for abilities but adding that would kick it up 1 point to 9 and still be somewhat useable.
If it gets played in Gregs turn the creature destroys when his turn end.
Therefore it is mostly useless unless you have a specific build (like Flash out Ghishat to fill the next dino with mana).I use it in my Bolas deck with my Grixis-rainbow of Kamigawa Dragons, where it is fairly useful as I essentially can cast them (on my turn or theirs) for half-price and get their death-abilities that same turn.Outside from comboing it with other masterpieces I would agree that yeah it really isn't that useful. It really should be like 2 cmc (cost in paper mtg) to be useful with other cards, so you could insta-summon a decent defender during your opponent's turn to protect you from an attack0 -
I thought the point of flash was that it ambushed opponent thinking they were safe against AI? Not so that you can attack the next turn. Seems good if you run with with prized amalgam and other zombays. Or as FindingHeart suggested - the Dargons.1
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DumasAG said:I thought the point of flash was that it ambushed opponent thinking they were safe against AI? Not so that you can attack the next turn. Seems good if you run with with prized amalgam and other zombays. Or as FindingHeart suggested - the Dargons.1
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Mburn7 said:DumasAG said:I thought the point of flash was that it ambushed opponent thinking they were safe against AI? Not so that you can attack the next turn. Seems good if you run with with prized amalgam and other zombays. Or as FindingHeart suggested - the Dargons.0
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Conflux's effects should act on the colored gems present on the board instead of Mana bonuses.
Insta jump from meh! to woah!!!2
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