shteev wrote: Oh god.. it's going to be full of Runaway Carriages, Devour in Flames, and Prized Amalgams, isn't it?
Pqmtg- wrote: shteev wrote: Oh god.. it's going to be full of Runaway Carriages, Devour in Flames, and Prized Amalgams, isn't it? It is if you keep inciting people to use them by posting about it before every single event.
span_argoman wrote: Pqmtg- wrote: shteev wrote: Oh god.. it's going to be full of Runaway Carriages, Devour in Flames, and Prized Amalgams, isn't it? It is if you keep inciting people to use them by posting about it before every single event. While I normally don't condone shteev's antics, I guess the bit about Runaway Carriage can be considered helping with the developers' intentions to "shift the meta a little bit".
span_argoman wrote: I just had a game freeze using Koth in QB against a Chandra. Neither side had Devour in Flames (unless it was one of the charged up cards ready to cast). It froze after Chandra casted Smash to Smithereens causing her to take 3 damage from it and another 3 damage from my Scab-Clan Berserker on the board. I suspect one of the freeze issues has to do with gem destruction.
shteev wrote: People hate Runaway Carriage. A lot of real people, really hate that card. Red has practically no answer to one that's been buffed by Gideon1. I am inciting people to use it because I consider it to be a problem that needs fixing. If it *isn't* a problem that needs fixing, then I'm not doing any harm, am I? I might be causing people to think that Runaway Carriage is great, when really you know it isn't, but then that means I'm making people play a substandard card and therefore giving you an advantage. You're welcome.
shteev wrote: Take a look at this thread. viewtopic.php?f=32&t=49192 If I'm correct, you wouldn't know if your AI opponent was playing Devour in Flames because the game would lock up at the exact point that your opponent casts his first one. Did you take a screenshot of the game? Have a look and see if Koth has a card full of mana. If not, then the lockup you experienced is obviously not caused by the Devour in Flames issue I am proposing. What I'd really like to see, of course, is some proof that someone has *seen* the AI play a Devour in Flames, because that would completely rule out the possibilty that Devour in Flames is bugged. Has anyone seen an AI player play Devour in Flames?
andrewvanmarle wrote: Schteev, stop crying and include the cloak, censer, key or passage in your deck. They work for red too... RC stops being interesting when everyone has a blocker in the deck or an unblockable
Pqmtg- wrote: andrewvanmarle wrote: Schteev, stop crying and include the cloak, censer, key or passage in your deck. They work for red too... RC stops being interesting when everyone has a blocker in the deck or an unblockable Does making the RC unblockable via these same means make it interesting again?
span_argoman wrote: I guess you didn't realise but I was the second most vocal person complaining in the Runaway Carriage topic. The developers still have not answered my questions on whether this shift is supposed to include totally screwing over Berserkers and screwing Red especially. On this issue, we're on the same side. ... What I said in my previous post is about as civil as I can make it sound with a touch of sarcasm.
andrewvanmarle wrote: Schteev, stop crying and include the cloak, censer, key or passage in your deck. They work for red too...
Reaganstorme wrote: I have a feeling that the Zombies // Vampires choice is correct from a design standpoint. If all they change next iteration of the Event are the node colours, then here's what they cover:Title: Blood and Desire Featured Tribes: Vampires, Horrors Featured Mechanic: Madness Current Node: Blue Colour Theme Matches: Vampires: Black, Red, White Horrors: Blue, Black, Red, Green, Colourless Madness: Blue, Black, Red So, much more likely to rotate through Blue, Black, and Red.Title: Passion and the Hunt Featured Tribes: Wolves, Werewolves Featured Mechanic: Transform Current Node: Green Colour Theme Matches: Wolves: Red, Green Werewolves: Red, Green Transform: Red, Green, White, Colourless Much more likely to stay with only Red or Green, only small probability of White.Title: Flesh and Spirit Featured Tribes: Spirits, Zombies Featured Mechanic: Delerium Current Node: White Colour Theme Matches: Spirits: White, Blue, Black, Green Zombies: Blue, Black, Green Delerium: Red, Green, White, Black, Colourless Predominantly covering White, Blue, and Black, all colours are represented here. Not very likely that Red or Green will be featured at this node as there are only two green creatures and one red creature that could meet the requirements. Note that unless they change the Tribal feature of Passion and the Hunt, if Blood and Desire is Red, Passion and the Hunt will have to be Green.
Feagul wrote: Does Silverstrike counter Runaway Carriage? Seems like it should, but I'm not sure that it gets around Hexproof since their implementation is all over the place.
Morphis wrote: Black has these objectives right now: cast... -2 or more horrors or vampire -2 or more madness cards Anyone with details of others?
Reaganstorme wrote: My current theory is that it will be one of the two following configurations: The White node will remain as Flesh and Spirits, with Red taking Passion and the Hunt, and Black claiming Blood and Desire
Reaganstorme wrote: I have a feeling that the Zombies // Vampires choice is correct from a design standpoint. If all they change next iteration of the Event are the node colours, then here's what they cover: