is it me or is foretell lacking oompfh?

I did some experimenting with foretell, and I found a few things that make foretell from a great mechanic a meh mechanic.
1. you can't have more than one of the same foretell gem on the board.meaning that you have to hold on or just plainly pay for the extra copies that you draw
2 there are very few cards that help breaking the gems.there is korvold, ignite and unbridled mana conversion and that is it. trying to break a fooretell gem (especially in an off color) is a pain to do, and doesn't help you win the game.
Comparing this to aftermath ( the closest mechanic i think) where you could fill the board with aftermath gems that would break in one hit, this is about 10% as powerfull.
Am i missing something?
1. you can't have more than one of the same foretell gem on the board.meaning that you have to hold on or just plainly pay for the extra copies that you draw
2 there are very few cards that help breaking the gems.there is korvold, ignite and unbridled mana conversion and that is it. trying to break a fooretell gem (especially in an off color) is a pain to do, and doesn't help you win the game.
Comparing this to aftermath ( the closest mechanic i think) where you could fill the board with aftermath gems that would break in one hit, this is about 10% as powerfull.
Am i missing something?
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There are a number of cards that seem very strong, like Starnheim Unleashed, Tales of the Ancestors, Rise of the Dread Marn. I don't have any of them yet but am looking forward to it eventually.
The fact that any exile effect can make them is pretty fun. For example, I ran Ashiok1 against a foretell deck and quickly got tired of my abilities putting little foretell tokens on the board. It's also fun against Kaya when she generates the tokens for you. And of course, using Karn as mentioned.
As jtwood said, not every mechanic needs to be broken. It's a functional effect with some solid cards at low tiers and potentially very powerful ones at high tiers.
It's also a very intuitive mechanic. Herald feels far more clunky to me.
It needs too much comboing to work.
It would be lods better if you could make multiple gems for the same card. and I think the shield count is too high to play with anything but support poppers.
I mean just try to destroy a supprt by matching. gems, it's almost impossible.....
I was just curious if they built foretell with Greg in mind from the beginning. I haven't really faced ANY fortell cards yet..... honestly I have barley seen ANY new cards
In PQ that's clearly not the case and is not a mechanic that really benefits its player. The foretold token would go to any gem on the board and sometimes can be really hard to cast so there goes the functionality of using the foretold card whenever you want. You cannot plan in advance by foretelling a card since you never know when the shields will break. Sometimes you can foretell a card and never get to break the shield during the whole match so I don't really know what's the purpose of foretell in PQ.
The only foretell card where I really get some value out of foretelling the card is the Masterpiece Pact of the Titan since the foretold token has some additional effect. Every time the token is matched I get to create a 5/5 giant wizard token. Other than that card, if you don't play foretell with Korvold (which is rotating out of standard next fall) there is not much sense on playing those card at all