View Full Version : Time Portal
Dethklok
08-12-2009, 10:53 PM
I'll begin by saying i am not a professional player of The Spoils. I haven't competed in any tournaments and the following observation is merely what I have found throughout my own endeavors.
Time Portal; this card is extremely powerful and hard to deal with. Location Removal is weak in The Spoils, that's a fact which effects all trades.
As such we're forced to attack locations (which can be troublesome in itself) and this is what makes Time Portal so powerful. Every turn they get a free 1/1/3 chump blocker to defend. Coupled with other cheap and effective Elitist creatures (Basic Node, Beefy, Toolbox) it is hard to get any damage on the Portal at all, not to mention this problem gets exponentially harder every turn as the tokens start mounting up.
I guess the problem is the Portal can come out turn 2 and few decks are going to have the aggression to be able to deal with this location so early. I would need at least 2 Creatures (And one would have to have 2 or more life) to even start damaging the Time Portal, and on turn 2 this is a pretty unrealistic goal (Especially for Banker, Arcanist and Rogue). If you don't achieve this goal - you're forced into fighting a very very steep uphill battle.
(Not to mention, 2 of these and a Mysterious Invasion is virtually impossible to break through)
Thanks for any feedback.
LWSyndrome
08-13-2009, 02:49 AM
I agree with you, in the sense that location removal is extremely weak. However, the addition of location removal would unbalance the game. In the game's current state, all factions have turn 1 & 2 drops that can handle any location played.
Banker - Erotic assassin.
Gearsmith - Nodes or 633fy 31f.
Rogue - Martial arts trainees.
Warlord - Any good early drop..
Arcanist - A few good covert drops will do nicely.
If your opponents recklessly drop locations in the early game, they're generally easy to take out before they cause too much trouble. A location played strategically, during the middle to late game however, is where a few factions shine (namely Banker).
Adding in location specific removal will only affect so much. Banker will be severely nerfed, and Warlord will lose playability of some of the best locations in the game. Most other factions will shrug it off without a second thought.
Even if you were to increase the amount of valuable locations in other factions, the addition of location removal would make it pointless. The fact that you can attack locations makes any character, with a strength value higher than zero, a viable source of removal. That's really all we need.
Just my few cents. I'd love to hear a few other opinions, though.:spade:
Bizze
08-13-2009, 03:07 AM
There could also be the possibility of adding characters that deal double damage to locations or characters that could inflict say 1 damage to a location if they die in battle. Another tip is a Tactic that says "Cost: Destroy three characters you control. Effect: Destroy a Location". That's a pretty balanced card if you desperately want to take out the location, but for some reason cannot do it via regular attacks.
I agree with LWSyndrome that you as a player need to be able to rely upon your locations and that there should not be too much easy removal for locations. I say this even though one of the best decks in our local meta is a banker that plays most of the stalling locations.
In my opinion, I think it's always better to promote various play styles than just inventing smooth 1-for-1 removal for each situation.
Dethklok
08-13-2009, 03:36 AM
I'm not saying that we should have a ton of easy Location removal. I'm saying Time Portal is Over Powered. It directly counters the main way of removing it (attacking) and comes out so early that it puts too much pressure on you to be able to deal with it.
Of course 1 - 1 location removal would solve the problem, but there are other options... Errata, etc.
I just feel like whenever Time Portal hits the board, if I don't clear it within 1 or 2 turns (3 Max) I lose.
tgrtrax
08-13-2009, 09:54 AM
hows this for removal
banker:
Repo Man
Common
5
Character - lackey, mau
3/3/3
When this card enters play, you may pick a location. If you do, destroy it.
arcanist:
Forget
Common
5
Tactic
COST: Pick a non-resource card.
EFFECT: Put the card into its owner's hand. Look at your opponent's hand and choose a card in it. Your opponent discards that card
rogue:
throw out a bunch of speed 4 guys and attack one at a time to clear out jigs then next turn kill the location (trainees would work best for this)
or
Incriminating Photograph
Rare
3
Item
When this card enters play, name a non-resource card.
The named card cannot be played.
problem solved for all three of your weaker factions.....
________
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joshlytle
08-13-2009, 10:06 AM
Also, Warlords do in fact have many ways to deal with this card. On top of their location removal, which there is a lot of, they also have Watchtower which completely counters all Time Portals.
Voidian
08-13-2009, 10:36 AM
they also have Watchtower which completely counters all Time Portals.
Unless of course your opponent is playing time portal in a monty build using tech'd Clandestine Resorts ;)
tgrtrax
08-13-2009, 10:52 AM
lol
in spoils there is an answer to every problem you just have to find it.....
________
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joshlytle
08-13-2009, 11:26 AM
Unless of course your opponent is playing time portal in a monty build using tech'd Clandestine Resorts ;)
Well, that's exactly the type of thing that we intentionally designed into the game. Better mice, better mouse traps. My main point was we made it a point to provide lots more location removal in Seed.
I'm sure we can provide even more in the next set, but we had the same idea that locations were a little too good before Seed. That's why we made it so many good Warlord damage cards can inflict damage directly to locations now.
Voidian
08-13-2009, 12:01 PM
If locations are better than expected how about something along the lines of a unique item, with the ability to stop locations being played. This way you don't really add more location removal but the item removal becomes more key.
joshlytle
08-13-2009, 02:25 PM
If locations are better than expected how about something along the lines of a unique item, with the ability to stop locations being played. This way you don't really add more location removal but the item removal becomes more key.
That's not a bad idea. Do you have a card concept for that?
earley207
08-13-2009, 06:21 PM
Card idea regarding a banker item preventing locations from coming into play.
Huff & Puff
3 cost
2GG
Picture of Wolf/Mau on hind legs blowing hot air towards a structure falling over or crumbling
Yeah it's play on the big bad wolf, go ahead laugh......
Weesie
08-14-2009, 07:48 AM
I'll begin by saying i am not a professional player of The Spoils. I haven't competed in any tournaments and the following observation is merely what I have found throughout my own endeavors.
I don't wanna be a jerk but this is why your having trouble with Time Portal.
Any good early drop will take it out if the portal is powered out. Anything covert will take it out. Even if your playing with random junk, if you have more characters attack one at a time if not form a party that takes out the chump blockers at high speed and the low speed will take out the location. Use any of the cards mentioned like Repo Man, Forget, Incriminating Photograph etc. etc. etc.
There are so many easy ways to get rid of locations I'd put almost all of them in the "What Isn't Good Enough Right Now" thread.
If locations are better than expected how about something along the lines of a unique item, with the ability to stop locations being played. This way you don't really add more location removal but the item removal becomes more key.
I agree that this isn't a bad idea. I don't think it would see to much play currently but when some crazy bomb location is printed, everyone is gonna be digging these outta the commons box lol.
I do however think Time Portal is a pretty sweet draft card but for contructed it's a 'meh' for me.
Voidian
08-14-2009, 08:53 AM
Would making an anti-location location be too odd as some trades lead more towards that idea while some lead towards items.
I’ve made them of varying costs but all are 1 thresh so they can be put in any deck easily. They are all fairly cheap but of different costs because certain trades run more locations than others.
I’ve costed these anti-locations cheapest to most expensive according to which trades run the most locations (this is based on general meta’s and popular decktypes).
Generally Banker runs the most locations so I’ve costed their Item the cheapest as it disrupts a lot of their own strategies.
Obviously these are only ideas and may be too cheap.
I’ve also thought of them having removal when played too but I expect something like this would have to make them harder to play.
For Example: When this card enters play all locations are destroyed. (sort of doesn't work if what you are playing is a location lol)
--------------------------------------------------------------------------
Pact With the Dead
“You can’t build that on there!”
3 [O]
[Picture set in a graveyard. A suited Arcanist is holding up his 'pact' to a small group of Mau who are looking over the plans for a mansion]
Arcanist Item
Unique Pact
While in play no locations may be played.
--------------------------------------------------------------------------
Blood Soaked Battleground
"No-one will want to have a cellar made of blood!
3 [R] 5
[Picture of the Murderous Commander talking to a Mau in the foreground while in the background is a field covered in blood and body parts. The Mau would be pointing at the gore while covering his face with a handkerchief]
Warlord Location
Unique Location
While in play no other locations may be played.
--------------------------------------------------------------------------
Department of Plannings' Seal of Rejection
"Computer says no!"
1 [G]
[Picture of a lawyer type Mau sitting at a desk with an inbox/outbox of planning applications stamping the word rejected on them all with a fancy looking seal]
Banker Item
Unique Seal
While in play no locations may be played.
--------------------------------------------------------------------------
Architecturally Reinstated School of Edifices
"I don't care if you have designed those new erectamajigs to do it, it's not going up there!
2 [E] 5
[Picture of micromajig maker (surrounded by elongated micromajigs that come up to knee height) talking to an official who is looking at some plans]
Gearsmith Location
Unique Location
While in play no other locations may be played.
--------------------------------------------------------------------------
Voidian
08-14-2009, 09:07 AM
Oops forgot the Rogue one. Basically the same as the other four but a 4 cost.
tgrtrax
08-14-2009, 09:25 AM
ok so now you bone banker into not playing any locations and NEVER being able to play them because banker has NO item removal so turn one i drop blood soaked battleground and the banker player sighs and looks at his hand saying 'i gotta splash some leetism in here.' gone are the days of straight banker.
how bout this all of them the same but....
not unique
when a location comes into play its owner must pay 1 or when it is finished being played it goes to the discard instead of into play.
when an abilities on locations is activated its controller must pay 1 or cancel that ability
hows that not to overpowered and annoying to the owner
________
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Voidian
08-14-2009, 09:33 AM
Yeah i did think about that but i'm hoping they do get some item removal. I see your point though and maybe then the banker one could be a location too.
Department of Failed Planning
"Computer says no!"
1 G 5
Banker Location
Unique Location
While in play no other locations may be played.
tgrtrax
08-14-2009, 09:49 AM
why oh why would that help?....if i am playing banker i dont want to have my locations stopped that is just silly....i have the best removal in the game for locations they just need to be put in the deck.
Property Condemner
Uncommon
4
Character - priest, mau
2/2/4
When this card enters play, you may pick a location. If you do, destroy it.
FLIP UP: 2 [G][G]
i really like this next one
Purifying Priest
Uncommon
4
Character - priest, mau
2/4/3
BANISH
COST: Pick a location.
EFFECT: The next 1 damage inflicted to your faction this turn is inflicted to the location instead.
kills their location when they attack you
Repo Man
Common
5
Character - lackey, mau
3/3/3
When this card enters play, you may pick a location. If you do, destroy it.
how are any of these bad? i think the real problem you have is this card
Mysterious Invasion
Rare
1
Item
OVERWHELM
COST: Deplete this card. Destroy 2 characters you control. Pick a character.
EFFECT: Destroy the character.
so would not item distruction be better for you? oh yeah and also for location distruction banker how bout these two?
Concealed Goon
Uncommon
6
Character - mercenary
5/5/3
COVERT
When this card enters play, your faction loses 5 influence.
and
Tad Disingenuous
Common
6
Character - lawyer, mau
4/3/3
UNDERHANDED DEAL
COST: Discard a card.
EFFECT: This turn, this card gains Covert.
with both i swing on your location....kill it.....?
________
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Voidian
08-14-2009, 09:54 AM
I know they have location removal and really in any banker build you should run some (probably condemner). But having this is a way of stopping your opponents locations easier if you just run a 1 greed splash in your deck. They will remove it but not for a turn or 3 ;)
I know you would have your main trades version too but why run the 2+ cost version when you are splashing 1 greed for the cheap good banker stuff anyway?
tgrtrax
08-14-2009, 10:04 AM
if you are just splashing greed then you will have other stuff to kill a location ie cheaper dudes with higher speed
more covert that cant be blocked forget or quotidian disappearance
nodes or beefy or sproing
Chain Reaction
Rare
0
Tactic
COST: Pick a location.
EFFECT: Inflict 3 damage to the location. If it is destroyed by that damage, you may pick a character. If you do, inflict 2 damage to that character. If it is destroyed by that damage, inflict 1 damage to your opponent's faction and draw a card.
FLIP UP: 1 [R]
or
Mighty Ballista
Rare
2
Location
Structure: 10
This card enters play depleted.
FIRE!
COST: Choose a number for X. Pay X. Deplete this card. Pick a character or location.
EFFECT: Inflict X damage to the character or location. Inflict X damage to this card.
just to name 2 of them just from seeds
dude if locations are such a problem for you then let us know what you are playing and we will give you examples of how to deal with them easly. rogue is really the one that has the most problems and photograph is a good answer to them. really rogue just needs to swing with speed 4 unpickable traniees to kill the location...it may take a few turns but attack with your speed 4's one at a time and thay cant all be blocked.
________
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Voidian
08-14-2009, 10:23 AM
dude if locations are such a problem for you then let us know what you are playing and we will give you examples of how to deal with them easly.
Locations are not a problem for me at all.
I was replying with potential cards to Josh who mentioned that my previous idea about stopping locations being played had some merit.
Lioge
08-14-2009, 10:26 AM
Time Portal didn't even see constructed play in Metro Denver. People tried it out and it never made the cut. I don't see any problem with this card. This card is triggered and can only put ONE micromajig into play per turn. Technically this becomes a "so what" location for most people I've played in constructed. The average player out here just ignores the location and goes for the kill instead. The best way to destroy a location is to just end the game.
Honestly, all trades have the ability to deal with Locations. I even put together a location deck based on "threshold matters" and I have to say that the deck only wins when I've got a great draw and my opponent has a crappy one.
Alas, here are some suggestions for handling the oppressive Time Portal with all those micromajigs sporting Hawaian shirts and cameras.
Rogue has Carnival King.
You want the easiest strategy to deal with locations? Play dudes varying up your speeds on characters.
You want to play location against location? Run Watchtower.
How about Raging Bask?
What about Unbearably Heavy Shoes of Teleportation?
lighttigersoul
08-14-2009, 11:06 PM
Considering I just started playtesting a straight gearsmith deck using Time Portal, I'll through some thoughts from the players side.
First of all, getting rid of this card is pretty difficult, IF you're playing the blocking game RIGHT. Some people don't, some do. Micromajigs, by definition, are expendable, and most people using Time Portal likely use the Portal for continuous chump blockers, which if it's the case, means that it's a waste to destroy the location. Smack the blocker, go for the game.
Now, in my deck, I'm using this as a suppliment Majig producer, trying to hammer into as many majigs as possible, and then swinging away with more than you can ever deal with. As a suppliment to that condition, it's fairly annoying, as it basically garuntees my majig count keeps rising, instead of doing jumps as majig cards appear.
So, definitely deckable in certain decks, but in no way overpowered.
If anything Narrow Pass and Hangdog Alley is a seriously screwed up combination. And considering those are locations, they fit in this discussion.
Other cards, Ministry of Other Ministries, plus either of the ones above, more likel Hangdog. The amount of virtual resource gain off of this combination, and the fairly simple task of defending both portions of it from everything but direct damage, is far more worthy of OPed than Time Portal.
So far, I don't think any location is over powered. Powerful, just not over powerful.
I do think a card that prevents locations from being played is a good idea.
Thematically, it's going to be a Rogue, Warlord, or Arcanist location. And probably a location itself.
Or maybe better?
Alternate Dimension
Arcanist Location 3
AA
Unique Dimension
Ignore the rule text of all other locations.
cravix
08-15-2009, 09:50 AM
Personally if their was to much anti-location stuff nobody would play them. As it is people only splash in locations. I feel in deck building unless its an integral part of the deck when i start cutting one of the first is locations. Like was previously said there are always ways to deal with it. I would actually like more location stuff.
La_Sin_Grail
08-17-2009, 08:06 PM
I guess if you care enough about a problem, there's always going to be an answer for it. In this case, there are various repo-man type things that can kill locations, and attacking, as mentioned. But I would like to point out that time portal is only going to break even at the fourth turn of play (precedents set by micromajig maker and master), and it grants no board presence on the turn on which you play it anyway. It doesn't seem like too much of a problem to me.
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