Posted: Sun Apr 10, 2016 12:09 am
Yeah, everything Sirlin had done since the start of this campaign has pushed me forget away from buying future games.
It's a 1/6 for 3, in one of the weaker tech II suites, and it has the ability 'when a UNIT takes combat damage from GatG, disable it.'
I think most people agree that this is one of the weakest tech II's,
The author hedges their suggestions, they give reasoning, and they're pretty respectful. Responses include this, from one of the guys involved in logistics (IIRC):I know Sirlin doesn't want to change any cards, and I understand the reasoning.
The posts following it are pretty normal discussion. This looks like a post I could take or leave. Then somebody decides to write:LK404 wrote:So yeah, feel free to keep the discussion going and debate the merits of whether Guardian of the Gates is a good card or a terrible card or whatnot, but just know that it won't be changing. Codex has already been sent to the printers for manufacturing. Sorry!
And all of a sudden the conversation shifts to people apologizing and hedging even more. Nobody said the designer sucks, nobody said the game as a whole sucks, nobody has suggested anything other than one edit to the card in the OP. But when Sirlin talks about why he closed the thread, he tells a different story:This thread is very toxic and Codex has only been out for like two months. We shouldn't talk about any cards being good or bad.
Holy misrepresentation, batman. Another gem:Sirlin wrote:Compare this to: "X card is wtf bonkers weak. Did anyone even test this game? I don't understand why there are crap cards in the game. Probably it's for [insert X reason that implies the developers are idiots or assholes]. Also, let's create our own version of the game with this card different so we could even play something decent."
"How dare you even insinuate that I'm not good at game design. You are a dirty peasant player, you only get to play the game."Sirlin wrote:It's time to put on your player hats, rather than designer hats basically
So... Discussing strategy and deck building isn't a thing a player should do ? Is it a strategy game ?...You Lost Me wrote:"How dare you even insinuate that I'm not good at game design. You are a dirty peasant player, you only get to play the game."Sirlin wrote:It's time to put on your player hats, rather than designer hats basically
So things shake out such that Codex's general game rules support neither the general strategy of playing multiple cheaper mana gold-cost efficient cards nor the general strategy of playing fewer expensive card-efficient cards. Codex's game design wants you to drop exactly one card-from-hand and one land worker each turn. There are exceptions to this: Heroes, Extra draws, combos powerful enough to be worth the strategic drawback; but as a general design it makes mana curve paramount: you want to play exactly one card each turn, and you want it to cost exactly the amount of gold you are producing on the turn you play it.myself, one page back wrote: This means that unlike (at least some formats of) MtG, you do not have really have the option of playing a slower deck which plays bigger creatures hoping that being more card-efficient makes up for being less mana-efficient
My take from this is that this "Sirlin" person is completely new to the concept of "Internet"....You Lost Me wrote:And the main (declared) reason for closing those threads is that it's bad publicity.
Well, it can be a countermeasure for a strategy tat uses a tech 0 gold 0 card. If you play card draw you necessarily have to have your curve set up to play multiple cards a tirn. So if something happens where you can't do that, you're stuck with a hand full of shit you can't play and a pile of gold doing nothing. But as I understand it, everyone gets a mana sink in the form of levelling heroes, so that kind of prison strategy basically can't work.GâtFromKI wrote:So a 4-gold, tech 2 card can be a countermeasure for a 0-gold, tech 0 card ? How does that work ? Does Law have some green-like turbo-gold/turbo-tech stuff ?
As I pointed out above, it works very poorly. And while Law I does have two-very-rare-outside-of-green gold gain options, it's largely the opposite of Turbo resource, and is instead heavy on defensive stall and lategame control options.GâtFromKI wrote:So a 4-gold, tech 2 card can be a countermeasure for a 0-gold, tech 0 card ? How does that work ? Does Law have some green-like turbo-gold/turbo-tech stuff ?
or if you want to have a fliers can't block non-fliers, and ground guys can't block fliers situation you can useFrom the Comprehensive Rules wrote: 702.9. Flying
702.9a Flying is an evasion ability.
702.9b A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)
702.9c Multiple instances of flying on the same creature are redundant.
Again, just three bullet points. Not ten. Three.From the Comprehensive Rules wrote:702.27. Shadow
702.27a Shadow is an evasion ability.
702.27b A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”)
702.27c Multiple instances of shadow on the same creature are redundant.
Yeah, there's a reason MtG uses "Enters the Battlefield". Namely, shit like that.Arrives: Do X This is basically the same functionality, but with cleaner phrasing than MtG's "Enters the Battlefield" terminology. Sadly, sloppy wording elsewhere causes a fair bit of confusion in conjunction with cards that can be physically on the table but not actually "in play" yet - such as cards with Forecast and interactions with theBlue Starter Building "Jail".
Do you really need to mark the card ? Can't you turn it by 180°, then during upkeep you turn it by 90° and it is still tapped until next upkeep ?Josh_Kablack wrote:Disable a Unit or Hero: The lack of a term for {Unit or hero} continues to be an embarrassment here. This means to Exhaust (tap) the card -- which pulls it out of the Patrol zone -- and also prevents it from Readying (untapping) normally next turn. Reasonable in balance, but the one-turn no untappy dealio means you need to mark the card somehow, adding accounting, which is an outright design failure, and this ability just should not exist in its current form.
As I understand, Tech 2 units and buildings come late in the game, and most game should end at tech 2 (since the only upgrade after that is a single "you win" creature). At that point you should have some combo to stop your opponent from playing, not just a card that slow him down a bit if he has a fast deck. Actually, at that point, if a fast deck can't destroy your tech 2 building and prevent you from playing any tech 2 card, it should be a good sign that you have stalled enough to prevent him from winning.FrankTrollman wrote:Well, it can be a countermeasure for a strategy tat uses a tech 0 gold 0 card. If you play card draw you necessarily have to have your curve set up to play multiple cards a tirn. So if something happens where you can't do that, you're stuck with a hand full of shit you can't play and a pile of gold doing nothing. But as I understand it, everyone gets a mana sink in the form of levelling heroes, so that kind of prison strategy basically can't work.GâtFromKI wrote:So a 4-gold, tech 2 card can be a countermeasure for a 0-gold, tech 0 card ? How does that work ? Does Law have some green-like turbo-gold/turbo-tech stuff ?
-Username17
In MtG, both players can have a copy of a Legendary creature. That rule was changed in May, 2013.Josh wrote:Unlike MtG, both you and your opponent can have a copy.
Which seems pretty clear that an attacking Long Range Flyer takes no damage from opposing Units / Heroes with anti-air.rulebook wrote: Long-range: Defenders without long-range deal no damage to this
when it attacks.
Which seems pretty clear that that "flying over" part of Anti-Air happens regardless of Long Range or not.rulebook wrote: Anti-air Can attack fliers, but can ignore patrolling fliers. Deals combat damage to fliers it fights or that fly over this while it patrols.
Now, that's better than it is in Magic becauseFrankTrollman wrote: or you save all your gold and don't play anything that has a cost that turn.
...right? Or was your point about tempo? I don't claim to have a solid grasp on either game.Josh_Kablack in the initial post wrote:Unspent Gold is carried over from turn to turn
Yeah, of the possible designs which could make Forecast neither sucky nor overpowered, balancing Forecast units by replacing Gold (ie mana) cost with Turn cost is far and away an easier target to hit than the other possibilities. Especially considering that unspent gold in Codex is carried over from turn to turn.Frank wrote: ...stuff about Forecast
GreatGreyShrike wrote:^ Correction to your review:
The flavour of Future is not "vaguely UFO-ish Mecha", it is "Let's steal the most iconic Protoss robots stuff from Starcraft I/II to make half the units and then add some generic and extremely boring humanoids to fill out the other half"