MarcoPulleaux said:
Cetonis said:
Waffle: earlier post: It seems what you're really talking about is damage redux being too powerful; it's true that a cheap negate-one-enhance card would be one more thing for aggro to deal with on top of all that's already out there, but I'm talking about making it so that those 95% control decks don't work anymore. Imagine a card like this:
Foundation 2/4
<some 4 symbols>
R Destroy this foundation: After your opponent plays an enhance ability, cancel its effects. This ability may not be negated or cancelled. Playable while committed.
FAN CARD DESIGNER'S SENSES ARE TINGLING!
Once again, global needs more costing than that. It can't be negated AND can be playable while committed?
Here's an example of one of my foundations that essentially does the same thing:
At the Peak of Power ©
3/5
Chaos/Death/Good
R Destroy this foundation, commit 1 foundation: Whenever your opponent plays an enhance ability, cancel that ability’s effects.
Abyss First E Destroy this foundation: Your attack has its damage doubled. Only playable if you have at least two other attacks in your card pool that dealt no damage.
More difficulty, 3 symbols, not playable while committed, can be negated, and present-day Chester's, Cessation, and Inhuman LOL at its existence. (and obviously it has an Abyss ability because it's one of Abyss' support cards).
As I've already said, this game needs control measures that are more situation-specific, like if Red Lotus stopped Stun only, or if it only worked during an attack's enhance phase, or more importantly, required 1 momentum, or something like that.
Well, it was mostly just meant as an extreme example. I'm aware of your stance on negation, but generally disagree. You appear to be working under this assumption that every decent negation card is a nothing boon to control decks and only control decks, yet last time I checked the decks the rely on resolving certain specific abilities the most are those same control decks. If an aggro deck and a control deck played each other under the condition that each player could unstoppably negate one ability each turn, the aggro deck would win easily, because the control deck would never pull off their narrow win condition. In some twisted manner, one could even say that it's the existence of powerful cards that help get around negation - Chester's, Olcadan's, Inhuman Perception, etc. that are the true cause of control's dominance right now. Of course, there are ways in which an aggro deck might rely on a certain specific ability resolving as well, (i.e. Rolling Storm) but there are plenty that don't. For instance the standard Midnight Launcher/Knight Breaker attack base doesn't *need* anything specific to resolve in order to win, there's just some stuff that helps out a good bit. And so long as there's not a YM-like repeatable negate-everything card, ultimately only one or two of those helpful enhances will be negated in a turn and the other however-many will go through fine. There's a balance to it, for certain, but I'm beginning to think that the right balance might be to move more towards difficult to stop one-shot negation, as opposed to weakening it and letting narrow control decks run even more free than they are now.