Deploy the Gatewatch
On this new update you mentioned that you "fixed" Deploy the Gatewatch and now the creatures go to your hand and then to the battlefield.
https://forums.d3go.com/discussion/89414/patch-notes-6-3-1-64068
How is that a fix when the card says "Fetch the first 3 creatures from your library and place them on the battlefield."? What you did was "unfix" the card since now it behaves different from what the description says.
Comments
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Yea. Devs you messed up this time. It's a big mythic, and works as worded and intended. Those were, and are, the guidelines.
Don't nerf a card and then use a nonsensical reason.3 -
This card was working just fine and did not need a "fix". The devs should really reconsider this unnecessary change. Hopefully they will see the err of their decision before they roll out this update.
4 -
Save DEPLOY THE GATEWATCH!!!
Ok, Full Announcement Here: Nerf Deploy
Ok @Magic:PQ Support Team ... This is where we have to have a conversation...
Fix?
It was never broken.
It's working as intended, designed and is one of the premier chase cards in legacy.
Top 5 at worst.
I've heard no outcry from the people about it needing be nerfed?
More important, it's an integral piece of our legacy decks and events strategy calling us to limit the number of creatures we cast (Which the change will force)
Listen, if this is, in some way "Breaking the game" I'm all ears, but this card has been a staple for legacy players since it's release, and a north star for chase cards for newer players.
Please help us understand why this is happening.
With respect, and appreciation.
GozMaster
P.S. I value your thoughts all.
Please let Webcore know your thoughts here.
5 -
I want none of this latest update. Leave Deploy the gatewatch alone. Leave Rocco alone. Leave us alone.
3 -
Deploy kinda would be a way to get past "Cast X or less creature" objectives. So this kinda takes away that option for people trying to work with what they have. It is a hard card to get these days, as it was from the days before we had masterpieces and elite packs, and the best chance at it is from already doing pretty well at the older Innistrad events for the packs there, or from investing into a VIP account, until either getting lucky early, or from a really long time.
So is it a card that really needs such an adjustment when considering what effort it could take some/many to get to it?
2 -
It wasn't broken, why would we do this? Does this also mean all fetch cards now go to our hand? Would like it to be left alone, but also willing to hear why the sudden change, and then see or listen if there's a better solution then the so called fix for somthing that didn't need fixing.
Also wouldn't it be easier to make rocco a masterpiece then cutting him like this?3 -
Thanks, but no thanks.
I don't think that the community needed a fix for this card. It works exactly as expected. Please don't introduce this change.
5 -
I understand why they are going after Rocco, but i'd rather they chose one or the other, if the reduced stored mana wasn't a fix, then revert it back, and then limit it to 2 turns, I get that, but not both, it essentially kills the card. (Of course, I'll still break it :P )
@ertaii said:
I want none of this latest update. Leave Deploy the gatewatch alone. Leave Rocco alone. Leave us alone.3 -
I’m strongly with you @gozmaster , Deploy was always working as intended. Read the card. Fetch the creatures and PUT THEM ON TGE BATTLEFIELD. Never once does it say to hand.
Legacy as it is, Deploy was absolutely needed as a way to keep loop decks in check without requiring a loop of your own or playing lockdown control.
Don’t get me wrong, working on balance is nice but locking out powerful stuff in legacy is way too far.
The nerf to Rocco could be tolerable if they didn’t crush him down to 12 mana only. Seriously, he is totally useless now for basically everything.
There is a difference between balance (something I normally am happy to work around) and just pulling out archetypes that have become the balance against loops.
This feels almost like the 20 second turn timer again that shut down regular play cause you can’t skip cascades. Just not well thought out.
Oh, and I haven’t commented on the forums for a few years. It took going a bit too far for me to come back as I’ve just generally been okay with it all.
4 -
I think it's because of this post: https://forums.d3go.com/discussion/89341/ashiok-dream-render-vanguard-not-working-investigating#latest
I tried to tell them that there are 2 different mechanics at work.
1. Fetch to hand
2. Fetch to battlefieldBoth are working fine and there is no bug at work. If Webcore does think this is a bug, they will have some work to "fix" all the cards that fetch to battlefield.
Next time we will have to spell it out, to make sure we won't get more surprises like like this one.
8 -
Not sure I could handle more surprises like this @Opperstamper
2 -
Posting this here as well:
Deploy kinda would be a way to get past "Cast X or less creature" objectives. So this kinda takes away that option for people trying to work with what they have. It is a hard card to get these days, as it was from the days before we had masterpieces and elite packs, and the best chance at it is from already doing pretty well at the older Innistrad events for the packs there, or from investing into a VIP account, until either getting lucky early, or from a really long time.
So is it a card that really needs such an adjustment when considering what effort it could take some/many to get to it?
3 -
Nerf it. Hate it, beyond unbalanced and ruins games. Everyone here has at least contemplated throwing their phone because of DtG. Get good and learn to play in a balanced environment.
2 -
And I guess if Rocco can only serve us two creatures now, could newer players at least have the option for him to fetch us stuff like Soul of Emancipation fully again, for our troubles? As in back to 20 stored mana instead just the 12
4 -
@wraszowixuXuxi , yeah I'm with you, I'm actually ok with the "limit 2" just let me have the full Stored mana back up to 20, that makes him functional at least.
4 -
@Opperstamper said:
I think it's because of this post: https://forums.d3go.com/discussion/89341/ashiok-dream-render-vanguard-not-working-investigating#latestI tried to tell them that there are 2 different mechanics at work.
1. Fetch to hand
2. Fetch to battlefieldBoth are working fine and there is no bug at work. If Webcore does think this is a bug, they will have some work to "fix" all the cards that fetch to battlefield.
Next time we will have to spell it out, to make sure we won't get more surprises like like this one.
I agree with Opperstamper, if Deploy was "fixed" because Ashiok VG wasn't discarding it's fetch than it's a simple misunderstanding of mechanics, not a bug or error. That text, "fetch to battlefield" is an old way of saying "move to battlefield". Please do not "fix" Deploy so that it's fits within Ashioks VGs scope. Ashiok was never intended to prevent "move to the battlefield" effects.
Both cards work as intended.
Edit: If any change to Deploy is needed then it should read "move to the battlefield" instead of "fetch to the battlefield". That change would be welcomed and would be helpful make the game a little more consistent.
7 -
Hehe. I’ll drink for that.
1 -
Reword the card to say "move them to the battlefield" instead of "fetch" so that people won't think it should be affected by Ashiok's thing, and don't spend precious dev time fixing stuff that ain't broke.
4 -
I have no words for "Fixing something that was never broken"
So I'll leave this here...4
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