Gilesclone said: Cards that give you cards and mana are always problematic. They really need to stop making cards that do “fetch x cards, reduce their cost to 0”
Mark_Tedin said: blue has always been a stronger color in mtg ... since the beginning of the game ...and in MTGPQ this could not be different... the timer was the biggest NERF in the game history so far ...all my decks were damaged... we do not need more NERF ... Curious, How were your decks damaged by the timer? I've only two builds that the timer triggers on. A trostani build which uses path to discovery which triggers the timer every time. And a BSZ recycling build. Are you not in a good position after the timer triggers? If so, that's not the fault of the timer, but deck design. The timer is so far out that I'm in a solid position p/t wise that I not remotely worried about Greg taking a turn when the timer triggers.So far path to discovery has all been nerfed via timer to be almost pointless to use. I haven't ran into any other supports that burn up time yet like PtD does. I'm about to try H2 this morning and see if the timer rendered her useless. But as far as builds go. Only ones with path to discovery are affected by the timer and I now need to redesign them to exclude that card. The rest of my decks are aggressive and have not triggered the timer. I will say that I've not seen Greg trigger the timer ever.
Mark_Tedin said: blue has always been a stronger color in mtg ... since the beginning of the game ...and in MTGPQ this could not be different... the timer was the biggest NERF in the game history so far ...all my decks were damaged... we do not need more NERF ...
Brakkis said: jimpark said: -Buffs before nerfs. -Convenience issues (deck slots, visual aid) before buffs/nerfs. -Card bugs before convenience issues.-Program bugs before Card bugs.**you can add and rearrange a few of those as you please but feel like thats the ladder. It's also quite asinine to never ask for changes to things that need to be changed until after other things you feel are higher priority get changed. We all have our tiers of changes that should be made. Just because you want the thing at tier 1 to be fixed, doesn't mean you can't bring up the thing at tier 6 as well.
jimpark said: -Buffs before nerfs. -Convenience issues (deck slots, visual aid) before buffs/nerfs. -Card bugs before convenience issues.-Program bugs before Card bugs.**you can add and rearrange a few of those as you please but feel like thats the ladder.
starfall said: I don't know about y'all, but I've won a hell of a lot of games in this TDW with Naru Meha.
starfall said: If you're one of the players who thinks it's OK that BSZ exists, then I ask this question to you: Why not give the other colors something that powerful?
Brakkis said: starfall said: If you're one of the players who thinks it's OK that BSZ exists, then I ask this question to you: Why not give the other colors something that powerful?
starfall said: Stormcrow said: I would be totally fine with a rules change that makes it so "giving a card full mana" just fills the base casting cost and doesn't give anything towards stored mana. Feels like that would end a lot of different loops. I would really, really hate to see another rules change being made to nerf a problem card instead of the problem card itself being nerfed.That's a prime way you get app bloat, which we are drowning in right now.
Stormcrow said: I would be totally fine with a rules change that makes it so "giving a card full mana" just fills the base casting cost and doesn't give anything towards stored mana. Feels like that would end a lot of different loops.
Tremayne said: starfall said: If you're one of the players who thinks it's OK that BSZ exists, then I ask this question to you: Why not give the other colors something that powerful? @starfall - I have pondered this a bit and for fun here is my proposal on the 4 other colours OP cards.InfernoRed - Spell - cost 15 manaRemove all Prevent damage from opponents creatures in play. Then give each creature and opponents planeswalker 30 damage.Natures WrathGreen - Spell - cost 16 manaFetch the next 3 different creatures in you library and put them on the battlefield, then reinforce each creature 3 times, then give each creature hexproof until the beginning of your next turn.Life LeachBlack - support (indestructible) - cost 14 manaYour planeswalker has prevent damage from all other sources than this support.At the beginning of your round, your Planeswalker receives 4 times X damage where X is reinforcements on this support divided by 2 rounded down.Then return your first creature from graveyard to the battlefield with Vampire subtype.Reinforce this support at the end of your turn.Divine interventionWhite - support(indestructible) - cost 12 manaAt the beginning of each players turn your planeswalker health is set to 80.Then summon an Vigilant angel (4/4) (same token as Divine visitation).