some final comments on VC set 1: hero
Posted: Thu Jun 18, 2009 10:56 pm
I wanted to complete my review of all cards, but don't think I'll have time the next days, so here's just my take on the hero resources. Comments don't necessarily have to lead to adjustments, but take it for what it's worth...
Master Esgaroth: nice theme, but have doubts whether it would be worth it to squat there, even if combined with Rebuild, but it could work. card seems ok.
Rebuild the town: man characters have 1 less mind, or cost 1 less mind to control? I suppose the latter would be better for yourself. Fishing from playdeck is nice, but limited, it really only works towards speed and timing, you don't increase the number of times you can play a card, and you would have drawn into them anyway, it can of course be very good for sage events like Into the Smoking Cone or ringlore, but to really make use of this you need Rebuild early on, that means 3 in deck, and two are wasted. I think its use is therefore limited. Nevertheless, a nice card that seems ok.
Ancient stair: ok
Anduin River: card is excellent of course, super Longbottom. But I'm not sure it's what the game needed. Theme is nice. Card seems ok, only the 'immediately after cards are drawn' part might create bit of timing issue, if opponent is faster with hazards than you are, and he can respond to it by snowstorming? then card still goes? normally these things are played at end of org phase, seems to me.
Anduril: personally I'd prefer it if you'd have to get Narsil and would get Anduril for free, bit more dangerous probably. Moreover, you could make it so other player can't play Anduril once Narsil is in play, but now you play Anduril first and if opponent plays narsil before you store you're screwed. Narsil is still a good greater item after all. But otherwise, card is ok.
Armory: I repeat myself for hundreth time, I don't like this with discardable items, well food items at least, for 3 mp and 6 sideboard cards needing 6 characters to tap I don't think it's overpowered, but still, what do miruvor and potion of prowess have to do with armory?
Card is ok, it might not be clear to some whether this is in addition to a free minor, but I guess with a little thinking you'd figure it out.
Cup of farewell: i don't understand the first 'who is not Arwen or Galadriel' part. In fact, I would make it for all female characters the same: leave the site where female is present (any players Arwen/Galadriel). What situation would splitting without leaving the site justify this for? The only negative I can see is that you need to move your men before you move your women.
But, this has been discussed, I didn't get it then, so I'll withdraw from this card...
Ent-draught: nice, limited in use, but nice. Question is what we aim for with virtualizing. In a competitive deck this will not be used, in a cool theck it will...so does it deserve a spot in the set?
Fair travel dark domain: Useful to support Tower Raided, though actually I found I even didn't have a spot for it in that deck...card is ok.
Fate of Ithil: as said before, the penalty for sauron player is way too big. If we keep this, we must design a card that does the opposite for minions also and/or removes the effect of this card. But why isn't -1 hand and +1 hl enough? seems good to me, and you get 1 mp to boot. This card is easy to play, and if you miss the roll, there is no penalty, so you can try it with 1 palantir easy, and the cc is no issue then.
First of the order: nice. seems ok legal/mechanic wise
Horns 3x: there could be a slight issue with the calculation because of rounding down, it could be interpreted that each mp fraction must be rounded down, so 1 mp cards would be worth nothing. Why not just state: add the mp value of (x,y,z) to this card (round down)?
this card is played on company, which means if you subsequently split or loose rohan mp, this card is decreased. Is that the intention? otherwise it will remain a last turn thing.
otherwise ok, nice theme, nice to boost the rohirrim a bit.
Morannon: da bomb, though time will tell if attack is not too big...
Reforging: bit strange to reforge in the middle of wilderness, but gamewise it's perfect.
Fax: playability range might prove too good, but gandalf is to date the worst wizard, most people would think. card ok
Tower raided: nice mission, especially if you play it with Tower Raided
Wondrous maps: seems like a very useful card, not problematic. It remains to be seen if ice overestimated the power of playing 2 items per site.
Master Esgaroth: nice theme, but have doubts whether it would be worth it to squat there, even if combined with Rebuild, but it could work. card seems ok.
Rebuild the town: man characters have 1 less mind, or cost 1 less mind to control? I suppose the latter would be better for yourself. Fishing from playdeck is nice, but limited, it really only works towards speed and timing, you don't increase the number of times you can play a card, and you would have drawn into them anyway, it can of course be very good for sage events like Into the Smoking Cone or ringlore, but to really make use of this you need Rebuild early on, that means 3 in deck, and two are wasted. I think its use is therefore limited. Nevertheless, a nice card that seems ok.
Ancient stair: ok
Anduin River: card is excellent of course, super Longbottom. But I'm not sure it's what the game needed. Theme is nice. Card seems ok, only the 'immediately after cards are drawn' part might create bit of timing issue, if opponent is faster with hazards than you are, and he can respond to it by snowstorming? then card still goes? normally these things are played at end of org phase, seems to me.
Anduril: personally I'd prefer it if you'd have to get Narsil and would get Anduril for free, bit more dangerous probably. Moreover, you could make it so other player can't play Anduril once Narsil is in play, but now you play Anduril first and if opponent plays narsil before you store you're screwed. Narsil is still a good greater item after all. But otherwise, card is ok.
Armory: I repeat myself for hundreth time, I don't like this with discardable items, well food items at least, for 3 mp and 6 sideboard cards needing 6 characters to tap I don't think it's overpowered, but still, what do miruvor and potion of prowess have to do with armory?
Card is ok, it might not be clear to some whether this is in addition to a free minor, but I guess with a little thinking you'd figure it out.
Cup of farewell: i don't understand the first 'who is not Arwen or Galadriel' part. In fact, I would make it for all female characters the same: leave the site where female is present (any players Arwen/Galadriel). What situation would splitting without leaving the site justify this for? The only negative I can see is that you need to move your men before you move your women.
But, this has been discussed, I didn't get it then, so I'll withdraw from this card...
Ent-draught: nice, limited in use, but nice. Question is what we aim for with virtualizing. In a competitive deck this will not be used, in a cool theck it will...so does it deserve a spot in the set?
Fair travel dark domain: Useful to support Tower Raided, though actually I found I even didn't have a spot for it in that deck...card is ok.
Fate of Ithil: as said before, the penalty for sauron player is way too big. If we keep this, we must design a card that does the opposite for minions also and/or removes the effect of this card. But why isn't -1 hand and +1 hl enough? seems good to me, and you get 1 mp to boot. This card is easy to play, and if you miss the roll, there is no penalty, so you can try it with 1 palantir easy, and the cc is no issue then.
First of the order: nice. seems ok legal/mechanic wise
Horns 3x: there could be a slight issue with the calculation because of rounding down, it could be interpreted that each mp fraction must be rounded down, so 1 mp cards would be worth nothing. Why not just state: add the mp value of (x,y,z) to this card (round down)?
this card is played on company, which means if you subsequently split or loose rohan mp, this card is decreased. Is that the intention? otherwise it will remain a last turn thing.
otherwise ok, nice theme, nice to boost the rohirrim a bit.
Morannon: da bomb, though time will tell if attack is not too big...
Reforging: bit strange to reforge in the middle of wilderness, but gamewise it's perfect.
Fax: playability range might prove too good, but gandalf is to date the worst wizard, most people would think. card ok
Tower raided: nice mission, especially if you play it with Tower Raided
Wondrous maps: seems like a very useful card, not problematic. It remains to be seen if ice overestimated the power of playing 2 items per site.