Re: Improved Shandalar General Playtesting & Feedback Thread
Each cycle has it's pros and cons. The Darksteel Cycle are quite usable as sideboard cards, but they're also, well, they can be really strong. And they're lifegain, so if the player gets hold of it he can really abuse them hard in dungeons (particularly the red one). Gotta try some and see what happens. The staffs would be much better, except, yeah, it's not just that they come in after the AI has cast a bunch of things, it's also that they cost 3 mana and don't change the situation on the board and the AI has issues with over-prioritizing things wich aren't creatures at turns 2-3-4.
The thing with pulling punches - I'm not sure if you guys would believe me but not pulling punches is why I made the current Dracur and a bunch of other Djinns and Dragons stronger than I would have otherwise. But the deal with them is that they don't need to go out of their way to be nasty - higher starting life is enough of an advantage and they don't show up late - you get them in quests and walking around all the time. And they aren't really "tough as nails boss enemies" they're place where 3-colored themes go, making them into extra-tough no-holds-barred beatdowns cuts down on variety of what elements of the pool are usable. And cards which support those themes are above curve in general (take Woolly Thoctar for example, no need to go out of my way to make a deck in his colors murderous if I just give it random stuff like that with the current Shandalar mana base).
LD and stuff was rampant when I started playing (and continued to be rampant wherever me and my family could sneak it into tournaments
) I know this stuff, and I know how much you can abuse it. And don't actually have issues with most of it on any aesthetic/sentimental basis, but I do with some on mechanical. Giving up on some things (at some power levels) really did make the game better.
I'm not taking LD out of the pool, mind you, heck, I'm whining about Tremble and Raze not being there for threshold decks XD And I still kept the High Priest an Armageddon deck, of all things. It's just that making something a Vintage land destruction deck really narrows down what the player can do about it - some colors can't deal with it at all, and some colors have sideboard which shuts it down so completely (and there's bound to be artifacts). Then I've made someone who's supposed to be tough either techincaly unbeatable or a pushover, and that's counter-productive.
As for not giving stuff moxes - the OG decks had them for reasons other than power. I'm pushing conistency over randomly drawing power, and with the expanded pool, they really shouldn't need them to kick your ass left and right. Same with Mana Vaults - mana vaults made some decks look like they work, when in fact they only worked because they could randomly do something which you occasionally couldn't deal with. I can (and mostly already have) made decks which used to have mana vaults in them consistently way stronger than they used to be in way which are far less random and dependent on drawing a mana vault.
When I'm finally done with this current tweak pool, and especially if the AI is improved, walking through a dungeon/castle should be way tougher than it used to be. I'm just trying my best to keep metagame warping things down to a sane level, to the best of my abilities.
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Anywho, working on druid, I've repored the problematic cards, it just needs some tweaks perhaps and it's ready to go and then I'll do Witch.
Err, I was holding off on remaking her because it was a quite functional deck, but it was also a Nevinyrral's Disk deck on a tier1 enemy. -.-' Can't have that, one of the eternal problems with Shandalar was that you could beat up witches for disks whatever you were playing and put them into any deck. I'm not sure I've not made similar blunders with this tweak deck pool (in fact I'm sure I have), but nowhere near as bad as that one.
It could also use feedback in terms of how tough or weak you're finding it in adventure mode.
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The thing with pulling punches - I'm not sure if you guys would believe me but not pulling punches is why I made the current Dracur and a bunch of other Djinns and Dragons stronger than I would have otherwise. But the deal with them is that they don't need to go out of their way to be nasty - higher starting life is enough of an advantage and they don't show up late - you get them in quests and walking around all the time. And they aren't really "tough as nails boss enemies" they're place where 3-colored themes go, making them into extra-tough no-holds-barred beatdowns cuts down on variety of what elements of the pool are usable. And cards which support those themes are above curve in general (take Woolly Thoctar for example, no need to go out of my way to make a deck in his colors murderous if I just give it random stuff like that with the current Shandalar mana base).
LD and stuff was rampant when I started playing (and continued to be rampant wherever me and my family could sneak it into tournaments
I'm not taking LD out of the pool, mind you, heck, I'm whining about Tremble and Raze not being there for threshold decks XD And I still kept the High Priest an Armageddon deck, of all things. It's just that making something a Vintage land destruction deck really narrows down what the player can do about it - some colors can't deal with it at all, and some colors have sideboard which shuts it down so completely (and there's bound to be artifacts). Then I've made someone who's supposed to be tough either techincaly unbeatable or a pushover, and that's counter-productive.
As for not giving stuff moxes - the OG decks had them for reasons other than power. I'm pushing conistency over randomly drawing power, and with the expanded pool, they really shouldn't need them to kick your ass left and right. Same with Mana Vaults - mana vaults made some decks look like they work, when in fact they only worked because they could randomly do something which you occasionally couldn't deal with. I can (and mostly already have) made decks which used to have mana vaults in them consistently way stronger than they used to be in way which are far less random and dependent on drawing a mana vault.
When I'm finally done with this current tweak pool, and especially if the AI is improved, walking through a dungeon/castle should be way tougher than it used to be. I'm just trying my best to keep metagame warping things down to a sane level, to the best of my abilities.
---
Anywho, working on druid, I've repored the problematic cards, it just needs some tweaks perhaps and it's ready to go and then I'll do Witch.
Err, I was holding off on remaking her because it was a quite functional deck, but it was also a Nevinyrral's Disk deck on a tier1 enemy. -.-' Can't have that, one of the eternal problems with Shandalar was that you could beat up witches for disks whatever you were playing and put them into any deck. I'm not sure I've not made similar blunders with this tweak deck pool (in fact I'm sure I have), but nowhere near as bad as that one.
- Druid 0139.dck | Open
It could also use feedback in terms of how tough or weak you're finding it in adventure mode.
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).
I haven't messed up too much.