Suggested form C
Quake is Energy again
Suggested form C
Quake is Energy again
Thank you very much for the correct translation of my words, Sysp.
It really is a problem in the same color have a "Quake" and creatures with "Haste". Order can not ever win something.
Let it be clear that I do not ask a decline overall "Growth Scrolls" are removed only letters that do not belong to the style of game that you want to give.
In my opinion, Brave can remain as it is, whenever you take out Quake and "Eternal Statue".
And we must reconsider the extent to which draw more cards is a skill over. Right now one deck game in which almost all the cards
First, my apologies for the level of English that I offer. I use google translate.
I hope these comments help to understand the error Mojang equilibrium that is committed with some skills and letters, some of them inherited the game Magic The Gatering. Lets get started
- The ability Haste: Haste is not a skill equivalent to the ability in Magic Haste. In a creature with Haste Magic wins against the rival attack, and it can decide whether to block or lease of life points to this attack. It is a relatively powerful ability. But Haste Scrolls is the best skill there. What it does is cause direct damage to a creature or idol. Its equivalent in Magic would "cause damage equal to its power on the target player", that is, an outrage. I think we should take this into account and expensive creatures that have this ability.
- Quake, Hand of God and Eternal Statue: Growth can not take all possible tactics. The idea of a game of cards with different colors is that each color has a strength and a weakness. Order is tactical spells strength and the wall, and as a weakness its lack of strong creatures. Energy is its strength and damage spells like Iron Ogre and weakness that is slow. Growth has all strengths: Creatures fast, strong creatures, spells tactical global damage to avoid getting caught advantage walls regenerate spells end to attacks ...They have it all! I think they should remove Quake and Eternal Statue to cause Growth has a weakness.
- Card Drawing: Unlike with Magic, you draw cards in Scrolls ALWAYS helpful. With no land, steal everything that will be something that you can play that turn, if you have enough resources. That is the problem causing the cards that make you draw a card. Needless to say Fertile Soil and Heritage, which directly unbalance the game by causing massive theft. I think you need two changes, the first is to remove any scroll that offers stealing more than 1, and the second, and I think more importantly, imposing a limit of cards in hand, I think it should be 5.
- Brave Kinfolk: Countdown is the most important attribute. Extremely important. I understand that there are creatures with a Countdown to 1, but I think it should be weaker than this. Ideally Health put 1 instead of 2. You may also have a cost of 3.
Mojang really ask that these changes pose serious as the game starts to get boring at the moment in which all players play a certain level based on drawing cards deck (over), haste (OVER) and if there problems cast a Quake you restart the game, starting with the advantage that more cards you have in hand at the time. Right now you can not win without Growth as resource use your deck.
Thanks and I hope I have been helpful with my comments. I really think this game can become a reference in the card games. For me personally I was hooked, and I think the bases are more solid than those of Magic. The Scroll ruled out for resources or two more scrolls is simply a genius.
I need 2 extra codes, 1 for my brother and 1 for a friend. :D
In-game name: Daendilz
Have a way to record results?: Screenshot
The game is down. When will it is on?
Ogre only does 1 damage to Waking Stones.