Creatures in current environment
Dear e-friends,
today is a bad day for me 'cos I'm at home aflued
so I get the chance to share a thought with you all.
It is a while that I'm playing with Jatill's latest releases and he has been great in coding only cool cards (except for the miss of thrulls
LOL!
) but *maybe* there is a backdraw in this too. The point is that some cards, imho, may really have devasting effects on the filed. It is not Jatill's fault: it is just Wizards of the Coasts that, imho, has exagerated during years.
First of all, buyback spells as Allay or Shattering Pulse imho are really strong: without counterspells, once that a player has enough mana, he can virtually destroy any artifact and/or enchantment that the opponent may play before that he can take advantage of it and this somehow enhances the use of counterspells. I just feel lucky when AI plays the without the buyback cost but I can see the effects when I do!
Also, planeswalkers are damn powerful too and force a different game approach, so different that I usually keep decks with and without planeswalkers into separated directories.
Second, creatures. I've been amazed by the power of some new ones, that simply makes even Juzam Djinn and Ehrnam Djinn as obsolete. I mean, they are sill so good but Baneslayer Angel is almost universally better than Serra Angel, Malakir Bloodwitch is just better than Sengir Vampire; Sphinx of Jwar Isle is just better than Mahamoti Djinn and Force of Nature is useless when you can play Silvos, Rogue Elemental or Terra Stomper that has no penalties and just bonuses. Especially this card is out of any logic, since it has a power/toughness ratio that is much lower than its casting cost but has no penalty as well. Yes, some of the obsolete cards still find some application in a very limited environment (eg. Force of Nature still fits great into an elemental deck or is deadly against blue that uses Controll Magic) but, usually, the new cards are a "must-use" and will amlost certianly replace the old ones.
Not to talk about big creatures with several "protection from". Akroma, Angel of Wrath, Oversoul of Dusk, Sabertooth Nishoba or the same Iridiscent Angel... when they enter the battlefield, they are strong! And may close the game in few rounds if they match opponent's colors. Also the fact that the game is missing a sideboard (originally designed for the expansion set after Duels of Planeswalkers, that never came) makes even more difficult to deal with such cards.
Also, Jatill has coded some cards that I learned to hate during official tournments: Diabolic Edict and Fireblast. The first one allowed the killing of creatures with Protection from Black or Shroud, where its only weakness is that it cannot directly target the wanted target, while the second may cause a virtual opponent's death at 6th turn, if supported by other damage sources.
Now, don't misunderstand me: I'm really happy about the cards but, from the other hand, I'm also worried about the balance in the game. Now I don't remember if Trample ability on this game has been updated to latest rules (if Force of Nature deals damage to a Cerulean Wyvern, the Wyvern absorbs 3 damages and the other 5 go to the opponent), but I'm surprised that White color has nothing similar to Ghostfire or Diabolic edict. Moonglove Extract is a very nice card, but only to kill knights and similar creatures but against big, warded creatures it is not enough.
Maybe it is just me who's out of the game from so many years that I'm no longer able to think in a way that may counter these spells, but I have also learned of not getting too exalted for new, powerful cards since I also have to consider that the opponent may play them against me, too.
Thanks for reading.
today is a bad day for me 'cos I'm at home aflued
It is a while that I'm playing with Jatill's latest releases and he has been great in coding only cool cards (except for the miss of thrulls
First of all, buyback spells as Allay or Shattering Pulse imho are really strong: without counterspells, once that a player has enough mana, he can virtually destroy any artifact and/or enchantment that the opponent may play before that he can take advantage of it and this somehow enhances the use of counterspells. I just feel lucky when AI plays the without the buyback cost but I can see the effects when I do!
Also, planeswalkers are damn powerful too and force a different game approach, so different that I usually keep decks with and without planeswalkers into separated directories.
Second, creatures. I've been amazed by the power of some new ones, that simply makes even Juzam Djinn and Ehrnam Djinn as obsolete. I mean, they are sill so good but Baneslayer Angel is almost universally better than Serra Angel, Malakir Bloodwitch is just better than Sengir Vampire; Sphinx of Jwar Isle is just better than Mahamoti Djinn and Force of Nature is useless when you can play Silvos, Rogue Elemental or Terra Stomper that has no penalties and just bonuses. Especially this card is out of any logic, since it has a power/toughness ratio that is much lower than its casting cost but has no penalty as well. Yes, some of the obsolete cards still find some application in a very limited environment (eg. Force of Nature still fits great into an elemental deck or is deadly against blue that uses Controll Magic) but, usually, the new cards are a "must-use" and will amlost certianly replace the old ones.
Not to talk about big creatures with several "protection from". Akroma, Angel of Wrath, Oversoul of Dusk, Sabertooth Nishoba or the same Iridiscent Angel... when they enter the battlefield, they are strong! And may close the game in few rounds if they match opponent's colors. Also the fact that the game is missing a sideboard (originally designed for the expansion set after Duels of Planeswalkers, that never came) makes even more difficult to deal with such cards.
Also, Jatill has coded some cards that I learned to hate during official tournments: Diabolic Edict and Fireblast. The first one allowed the killing of creatures with Protection from Black or Shroud, where its only weakness is that it cannot directly target the wanted target, while the second may cause a virtual opponent's death at 6th turn, if supported by other damage sources.
Now, don't misunderstand me: I'm really happy about the cards but, from the other hand, I'm also worried about the balance in the game. Now I don't remember if Trample ability on this game has been updated to latest rules (if Force of Nature deals damage to a Cerulean Wyvern, the Wyvern absorbs 3 damages and the other 5 go to the opponent), but I'm surprised that White color has nothing similar to Ghostfire or Diabolic edict. Moonglove Extract is a very nice card, but only to kill knights and similar creatures but against big, warded creatures it is not enough.
Maybe it is just me who's out of the game from so many years that I'm no longer able to think in a way that may counter these spells, but I have also learned of not getting too exalted for new, powerful cards since I also have to consider that the opponent may play them against me, too.
Thanks for reading.