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Thread: Overall Themes

  1. #1
    Join Date
    Nov 2006
    Posts
    153

    Default Overall Themes

    Because this section is very barren, I figured I'd start a new conversation on 1st Edition Part 2(1EP2).

    We know that 1EP2 is going to be in effect 'more of the same'. I take this to mean that trades will receive cards that expand on and reinforce their core themes as opposed to gaining new themes. With that in mind, what are the the big themes of the five trades, and how might they best be expanded and reinforced? Also, what sort of things (within the realm of reason) are we unlikely to see?

    The Arcanist key themes are bounce, tokens, covert, and discard. Other trades have some token usage and covert characters, but they have more than any of the other trades. 1EP2 will no-doubt include some interesting new covert characters, though hopefully most of them will not be too expensive. I'm hoping to see an effect that lets tokens be moved around and possibly a second token destruction mechanism. With bounce available at every price point, I don't think we will see much added. I'd like to see a new high-end reusable bounce, maybe something akin to the Dragon's Quarters. What we won't see is non-covert high-strength Arcanists. 1EP2 is about expanding on current themes, not fixing weaknesses.

    I'll discuss the others after this has been out a while.

  2. #2

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    I had to give this a bit of thought because alot of what the trades are about has been implemented really well already. I wouldnt want to see too much repeating themes, but new effects/abilities for each trade. Kinda expand on what they are about. With that said, I cant come up with any solid/good ideas of what to add to them but I'm sure can.
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  3. #3
    Join Date
    Aug 2006
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    2,578

    Default

    One thing we know we're getting is more dragons. So maybe a dragon deck will be playable after this set. We'll see.
    In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move.

  4. #4

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    I'd like to see more Banker cards with persistent negative effects. Right now the only two are Erotic Assassin and Amortized Strawman. Additional ones would work well in my current constructed deck.
    "If you always do what you've always done, you'll always get what you've always got."

  5. #5

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    I think we've got a good feel for the offensive capabilities of the trades (or defensive in some case). What I'd like to see are some cards that are counters to some of the more powerful abilities out there. I'd like to see some punishing cards for card theft and discard (and possibly character removal). As is I think the game lacks some defense to the more abstract forms of attack.

  6. #6
    Join Date
    Nov 2006
    Posts
    153

    Default

    Quote Originally Posted by Hordak
    I think we've got a good feel for the offensive capabilities of the trades (or defensive in some case). What I'd like to see are some cards that are counters to some of the more powerful abilities out there. I'd like to see some punishing cards for card theft and discard (and possibly character removal). As is I think the game lacks some defense to the more abstract forms of attack.
    Arcanists have plenty of answers to card theft. Bounce loves having its opponent steal cards. I think the key is in there somewhere... every type of ability has a counter, but not every trade has a counter for every ability.

  7. #7

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    Oh I'm not saying that all trades need a toolbox. I just don't think the answer to theft is bounce. Also, I have yet to see anything that can punish mill/discard style decks. Banker tactics come with their own double edge so I wouldn't think much of that.

  8. #8

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    The trouble with discard is that draw is too easy.
    "I told you to stop putting your departments on my side of the table!"

  9. #9

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    Quote Originally Posted by Omniscient Sean
    The trouble with discard is that draw is too easy.
    Draw is easy, but it does cost you 1.5-3 depending on how many you take a turn and how. That can hurt the long term.

    As for the 'playable dragon deck' comment, technically, one is already playable, but you have to be loose enough to put in things that aren't dragons, and not put crap dragons in.
    Contrary to the bumper sticker it is no longer enough to question authority; you've got to speak with it, too. -Taylor Mali

  10. #10
    Join Date
    Aug 2006
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    2,578

    Default

    Easy it may be, but if you find a way to keep the pressure on, like toking a Knobby Stave, you keep them down. They can't maintain a hand which makes it more difficult for them to get resources or a field. Hope and pray that they try to get a field together, because it will cost them their resources and, possibly, the game.
    In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move.

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