andrewvanmarle said: <sarcasm mode>You know what, let's aks the devs to change all the cards to orchard spirits, if the game isn't balanced by then, well.... i don't know what.Oh another good idea: lets make it so you can only play one card per turn.<sarcasm mode off>Paper magic also has good cards and bad cards. It has combo's and inf. combos and people with small colections and people with large collections. The fun is to play around with that varied environment.Fixing an unwanted interaction is fine, because that implies a surgically precise change with a specific purpose in mind. Nerfing is just hammering down a card because it is too strong (in the most general terms). Nerfing is never good, therefore NO
Julie71 said: Tbt they already killed that one nerf combo with vi not casting if no opponent creatures are on the board.
Tengu316 said: Instead of going through this whole discussion about infinity and combos and nerfing to stop them (which we all know will continue into infinity and beyond), why don't they just implement a deck size limit like in the paper game? Draw 60 cards (or maybe 100, since this is more EDH-ish), you lose. Apply it to the AI only, if that matters. Just a thought. And it would move the meta away from combo-control and more into agro, which might even result in quicker (timewise) games.
Boogeyman said: Let me guess, all the "No's" are people that own her. My dino Etali even got a nerf last round and he is waaaaayy more tame than Naru. Why did they skip over this obvious issue?
Tremayne said: @Mcclaine - you do know that it takes up to 5 minutes for LPS to kick in, so you just sit there waiting for LPS to kick in.Further more, you do know that there is a combo that wins in the same round NM hits the table, so good luck with your kill spell. AFAIK, white is the only colour that has any chance of countering this combo and only in legacy, if memory serves, so have fun in standard, when this becomes to prolific.
Mcclaine said: Tremayne said: @Mcclaine - you do know that it takes up to 5 minutes for LPS to kick in, so you just sit there waiting for LPS to kick in.Further more, you do know that there is a combo that wins in the same round NM hits the table, so good luck with your kill spell. AFAIK, white is the only colour that has any chance of countering this combo and only in legacy, if memory serves, so have fun in standard, when this becomes to prolific. The LPS sucks but my argument is that there is a finite point where the game prevents you from casting any more. This prevents the game from running endlessly. I’m only aware of Naru+Quasi not the haste component. Sure you can use Sarkhan or a number of cards to grant haste but that’s a secondary component. If there is no haste you have a chance of getting rid of it with a typical spell. But let’s say for the sake of argument that it does attack on the same turn it’s cast. Then you have access to(in standard) Dream Eater in blue, pause for reflection in green, seal away in white(if your lucky), Merfolk trickster in blue again if your lucky, bedevil in red and black, and murder in black.
starfall said: Getting a lot of turn 2 kills in this TDW playing with Naru + Green Finale + Summoner's Pact + Chord of Calling.Anyone want to say the reason I want to nerf Naru is because I'm losing to it?