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View Full Version : Dual Trade Resources - Crossposted for B17m@573r



lighttigersoul
08-19-2009, 09:29 AM
If this is a solicitation for card ideas, etc. then I do have one that is probably obvious to those who have played the game for a while...

I see some rare resources with double icons on them. To promote/assist players playing two or more trades.
I'd like to see rare/very rare resources with two icons - one icon from different trades such as a resource with 1 icon of arcanist and 1 icon of gearsmith.

Yes, this is kind of a spinoff of Magic's dual lands concept but I think that it would be a really good idea.

I'll even start.

Hoarding
Resource
When this card comes into play, your faction loses one influence.
OG

Basically, one of these for each two trade pair.

B17m@573r
08-19-2009, 10:04 AM
@lighttigersoul - thanks for the cross-post! I am getting used to the forums & I guess I should have posted my thread here...

I guess to expand on my previous suggestion, I'd like to see characters, tactics, etc. with the same type of theme - i.e. characters with more than one resource icon requirement. Again, this is kinda like Magic but it might open the game up and help balance some trades out...

Just a thought from a noobie....:)

Sabash
08-19-2009, 10:17 AM
I'm personally against the idea of gold cards/dual lands this early in The Spoils lifetime. I definitely don't think it fits in with this being a Seed expansion as Seed didn't set any groundwork for threshold mixing.

There's nothing wrong with the concept in general, this is just my opinion.

lighttigersoul
08-19-2009, 10:24 AM
I think the dual resources not as a way to mix threshhold, but a way to allow DEEPER thresh requirements in more trades.

Just as in Magic Manafixing allows more colors with more restricitive color requirements, so too would they help in this game.

And if they aren't used now, they might get used later.

garek365
08-19-2009, 01:30 PM
Before going with Dual Resource maybe introduce "rainbow resource" something along the lines of;

Non Staple Resource
No Icons
Pay 1 life; This resource provides an icon of your choice until end of turn.
This resource cannot provide more then 1 icon at a time (if you use this ability more then once in a turn only that last icon chosen will be provided)

Also if ever they decide to implement "dual" resources then the drawback to playing them should be more then just 1 life, that seems kinda cheap for the flexibility they provided in this game, maybe have them provide no icons when attached to your faction card or something like that.

Weesie
08-19-2009, 04:12 PM
Read the forums much?

http://www.thespoils.com/spoils/showthread.php?t=7205

bigwillbigwill
08-19-2009, 05:37 PM
i too am against the printing of dual trade resources but i do like the idea of an item or location that you pay some cost and it provides an icon to meet thresholds

something like:
Tower of Unity
2 GG
Unique Tower of Unity
structure 4
Transform:
Cost: Pay 2 influence
Effect: this card provides one of the following(show the 5 Trade icons)of your choice but no more than one at a time until the start of your next turn

have the picture be a big tower spelling Unity and use the flavor text to make multiple Rick James refrences. i.e What did the Five fingers say to the face? SLAP!!!!!

Weesie
08-19-2009, 06:47 PM
i too am against the printing of dual trade resources but i do like the idea of an item or location that you pay some cost and it provides an icon to meet thresholds

why?

bigwillbigwill
08-19-2009, 07:00 PM
there are many reasons im against mulithresh resources. the biggest being you have to devote a great deal of a set to multithresh cards. the other being that if you make new resources every set you end up with a game where 5 color decks arent only feasable but necessary to compete. i hated when magic was that way and i dont want to see spoils do the same.

Weesie
08-19-2009, 07:40 PM
there are many reasons im against mulithresh resources. the biggest being you have to devote a great deal of a set to multithresh cards. the other being that if you make new resources every set you end up with a game where 5 color decks arent only feasable but necessary to compete. i hated when magic was that way and i dont want to see spoils do the same.

They don't have to even print multi-thresh cards. Also, even if they did, why would one assume they would have to devote a great deal of a set to multi-thresh cards. Further more, why would it be a problem if they did.

When exactly is it you're referring to when you say "i hated when magic was that way and i don't want to see spoils do the same"? I've been playing magic for a long time and last time I check, dual lands where printed in Alpha. Multi colored lands have always been in the game.

Sometimes I think some people are so hell bent on this game not being Magic, it's a detriment to the progression of the game. The Spoils is vastly different from magic and plays completely different and almost no card is going to change that.

Let's all stop stroking each other with these Vanilla card ideas that are variations on the first 3 sets and R&D something worthwhile. I wanna see more comments on balance issues of cards not peoples opinions about Magic.

lighttigersoul
08-19-2009, 07:40 PM
The magic only became 'five color or lose' because the CARDS became five color and required the retarded fixing.

The basic 'dual lands' only helped smooth dual color decks. They rarely got played in five color, instead things like the 'vivid' lands that could produce ANY color got played in their place.

Dual trade resources I only see as way to allow combination decks enough oomph to be useful. There's a number of combinations in the game that are currently unplayable due to threshold requirements. Being able to reliably go to 3 or more thresh in two trades could definitely improve that.

Weesie
08-19-2009, 07:42 PM
The magic only became 'five color or lose' because the CARDS became five color and required the retarded fixing.

The basic 'dual lands' only helped smooth dual color decks. They rarely got played in five color, instead things like the 'vivid' lands that could produce ANY color got played in their place.

Dual trade resources I only see as way to allow combination decks enough oomph to be useful. There's a number of combinations in the game that are currently unplayable due to threshold requirements. Being able to reliably go to 3 or more thresh in two trades could definitely improve that.

Agree 100%

Qamar
10-24-2009, 03:02 PM
Hoarding
Resource
When this card comes into play, your faction loses one influence.
OG

Basically, one of these for each two trade pair.


Also if ever they decide to implement "dual" resources then the drawback to playing them should be more then just 1 life, that seems kinda cheap for the flexibility they provided in this game, maybe have them provide no icons when attached to your faction card or something like that.
I like garek365's version more. This make them distinct from rare resources from CotL. Besides it's very elegant idea.

On other topic - I'm not against double-trade resources, but IMO it's realy too early for gold cards (cards with more then one type of threshold icons, for these unfamiliar with Magic).