Palantir of Elostirion/Orthanc for Fallen Wizards
Posted: Fri Dec 14, 2018 7:11 pm
Can someone fill me on what the reasoning behind the CRF (zero MP) was added for these two Palantirs or whether it is still necessary?
I've been playing my way through decks of each Fallen Wizard at my local monthly gatherings, unaware of this CRF until recently, and still can't figure out why this was added.
From a 10,000 foot view, I can see how an opponent would consider it overpowered. Once you actually play through some of these FW decks though...
Here's the discrepancies I see from my experience:
- Corruption hazards and Bane of the Ithil Stone are both so prevalent and useful in most decks that it makes the actual play and/or use of Palantirs considerably dangerous
- The amount of time it takes to play/sideboard in the stage resources in a FW deck (other than Fallen Radagast) ends up being 2-3 turns behind in MP generation than Hero or Minion decks that are able to run their strategy directly out of the gate. These Palantirs help bridge that gap in the early/middle stages of the game. If you can delay or impede your opponents MP strategy long enough to get all your Stage Resources in play, you *might* have a shot at winning.
- Without playing yet another Stage Resource, Legacy of Smiths, these Palantirs are already only worth 1MP.
- There are plenty of ez-pz Faction/Item freebies for Minion decks camping at their Darkhavens or 1 region away, all while only facing containment hazards.
- Same as above for Balrog decks -> Orcs of Moria, Stinker. Easy 5MP while sitting at a haven...
I've been playing my way through decks of each Fallen Wizard at my local monthly gatherings, unaware of this CRF until recently, and still can't figure out why this was added.
From a 10,000 foot view, I can see how an opponent would consider it overpowered. Once you actually play through some of these FW decks though...
Here's the discrepancies I see from my experience:
- Corruption hazards and Bane of the Ithil Stone are both so prevalent and useful in most decks that it makes the actual play and/or use of Palantirs considerably dangerous
- The amount of time it takes to play/sideboard in the stage resources in a FW deck (other than Fallen Radagast) ends up being 2-3 turns behind in MP generation than Hero or Minion decks that are able to run their strategy directly out of the gate. These Palantirs help bridge that gap in the early/middle stages of the game. If you can delay or impede your opponents MP strategy long enough to get all your Stage Resources in play, you *might* have a shot at winning.
- Without playing yet another Stage Resource, Legacy of Smiths, these Palantirs are already only worth 1MP.
- There are plenty of ez-pz Faction/Item freebies for Minion decks camping at their Darkhavens or 1 region away, all while only facing containment hazards.
- Same as above for Balrog decks -> Orcs of Moria, Stinker. Easy 5MP while sitting at a haven...