*only in houise stark cards*
New FAQ
The Scourge was an auto-include in every Martell deck. Bear Island was rarely seen before HoD, and now positive attachments are far more playable.
be that as it may, maege works just as well for fetching the island, and im not saying the scourge isn't strong, but it effects could be negated, by any player i might add, but also theres no strong reliable way to ensure you get it aside from a less than mediocre plot, its not really house of dreams worthy. I guess i can see restricting it but it still feel it was a little much considering everything else they took from martell
I don't think the Scourge really needed restricted either, especially with Orphans being hit. I think FFG just kneejerked a bit over people complaining about the power level of House of Dreams. So they restrict Bear Island, Scourge and Aegon's Hill. Tunnels and Iron Throne escape because Lannister and Baratheon are seen as weaker houses (and also because both builds often used six refugees so got hit there anyway).
Wolfbrother said:
Bear island is not balanced, outright murdering any army in field each turn- not balanced, the restriction that you can't have neutral or in house stark cards may have been dificult years ago but now its an easy restrisction to get around.i didnt't think the scourge was that powerful by itself, especially considering you can ignore its effects with discarding cards. Bear island is much stronger than the scourge in my opinion, taking icons doesnt stop winning dominance, character abilities, or solve the problem of a character on field, bear island doesn't have to worry about that automatic 1 character a turn attrition is worthy of being restricted,.
as for the tunnels, losing the refugees makes that deck incredibly less strong, no more free +3 or more strength tri cons, and many of their low cost character only have 1 icon and its often an intrigue icon, far less scarey than the refugees. mt friend plays a deck like this and i lost outright to it almost every game because a single refugee was stronger than the red viper. the tunnels is still strong but its manageable now
Wolfbrother said:
Bear island is not balanced, outright murdering any army in field each turn- not balanced, the restriction that you can't have neutral or in house stark cards may have been dificult years ago but now its an easy restrisction to get around.i didnt't think the scourge was that powerful by itself, especially considering you can ignore its effects with discarding cards. Bear island is much stronger than the scourge in my opinion, taking icons doesnt stop winning dominance, character abilities, or solve the problem of a character on field, bear island doesn't have to worry about that automatic 1 character a turn attrition is worthy of being restricted,.
as for the tunnels, losing the refugees makes that deck incredibly less strong, no more free +3 or more strength tri cons, and many of their low cost character only have 1 icon and its often an intrigue icon, far less scarey than the refugees. mt friend plays a deck like this and i lost outright to it almost every game because a single refugee was stronger than the red viper. the tunnels is still strong but its manageable now
You're forgetting that it can't kill stark characters or characters with attachments and it has absolutely no value during challenges. You're also overlooking that a BI deck has a very sub-optimal resource base. However, you're on to something when you say that BI can kill an army. Most people think about the cost of characters in efficient decks, and pass on exorbitant armies; however if they do run them and play them, your army completely dominates whatever challenge you put them in most likely. (~OMG, restrict armies! They own me in one challenge!). Perhaps restricting it shows that FFG wants us to run their new shiny fleets with little risk.
I'm teasing you of course, but for realz.
The Scourge affects challenges phase, takes out your best character whether it has attachments or not, or deals a blow to your hand advantage for the compromise of 1 icon back (forcing you to tip your hand about which challenge is critical for you.)
Also, I was assuming that a Tunnels deck would opt for Cache over Refugees, but they don't have to. In fact, they could depend on GTM and Tommen for draw as so many (good) Lanni decks have done in the past. How do you know that they are "incredibly less strong" one day after the FAQ dropped. You couldn't have rebuilt your Tunnels deck and played against every other retooled deck at this point.
I'm assuming they added BI to the RL because they wanted the player to keep it out of decks with Meera Reed, and No Quarter(and I guess possibly some of the other restricted cards you may use, like Retaliation?).
Maybe they just went after every HoD Location that seemed to slot easily into decks. Targ doesn't need a specific deck type to run HoD AH, Martell doesn't need one to run HoD Scourge, BI is borderline since the player has to remove most if not all non-Stark cards from his/her deck, but that mostly means removing Neutral discount locations while they retain the advantage of being able to play Hungry Mob in setup - with most Houses losing Refugees (and with the abundance of other playable cheap Stark guys out there) Stark isn't terribly hurting for HoD Setup cards. Compare to Tunnels, which requires a whole deck built around it. They may have just left Bara Iron Throne alone for now since the loss of 4-gold possibilities in setup is really bad for Bara, and b/c any opponent controlling an Iron Throne already effectively shuts it down.
There was 3 tunnels decks at Black Friday with little success. I ain't scurred. Bring it on *******
And I say that in as derogatory a way was possible. Lanni is stupid, their cards are yellow and their siblings suck eachothers genitals.
dcdennis said:
There was 3 tunnels decks at Black Friday with little success. I ain't scurred. Bring it on *******
And I say that in as derogatory a way was possible. Lanni is stupid, their cards are yellow and their siblings suck eachothers genitals.
mmm, I can think of only 1, and it placed 5th. And, although Twn2dn never got paired against it during the tourney, that tunnels deck did very well against Twn2dn's maester burn deck during meta games. As a targ player, I certainly fear tunnels.
aqwarty said:
Flipperlord:I'm not sure, if you get me right. I didn't mean any kind of rotation, but restrict your deck to be made of 5cycles out of 8 avaiable. It doesn't mean that you cannot choose from all cp's.
I get it now … I do still respectfully disagree with your opinion though.
I think this faq are a very bad, because FFg do the easy way "restrict or banned", i dont like this because although i think that the game needed a change, im a buyer and i like play with the card that i bought, when ffg do the lcg format, said that ALL CARDS will be played, but now there is a big list or restricted, Designers of FFG, please, think more, not the easy way, you can rewrite all this cards to be less powerfull, and be carefull to not do the same mistake in the future, because now you had designed a plot with claim 3 with not problems……
P.E:
REfugee: If you don´t pay a gold in dominance discard REfosugee.
Meera red : Erase come back to shadows.
Bear Island: I think this restricted card is very ridicolous, i have a strong deck but it have a problem, I CANT HAVE NO STARK CARDS.
No quarter: Use with a unique character that not have a war crest.
Aegons Hill: If you have a power struggle plot you can…..
Long lances: Only one per round
Tin link: Discard non unique attachments.
conclave: Gains a keyword until the end of the challenge.
Orphan of greenblood: doomed
hatchcling feast: this card its not the problem, its the threat of the north.
Sitrang: can´t affect character with attachments or army characters.
This is a example, please designers, more imagination nor only de easy way!!
orion_kurnous said:
This is a example, please designers, more imagination nor only de easy way!!
Rewording all these cards is not really a reasonable alternative, and in some cases (your Meera suggestion, for example) it would totally change the nature/value of the card. Additionally, they've tried this in the past and found that it didnt work: obvious examples are The North Agendas, which received multiple erattas, and TMP which they are still trying to fix, even after erattas and restriction to 4 cards associated with TMP only time will tell if it is still too strong.
Have to disagree with you entirely Orion. Errata is generally bad - the more I have to keep track of that isn't physically printed on the cards, the worse it is for players. Sure, a restricted list is something that isn't physically printed on the cards, but it's not something I have to reference mid-game when my opponent plays a card.
I support errata only when it's used to make a card do what it does (intuitively), as is the case for something like Castle Battlements.
As for not being able to play with the cards you've bought… you're acting as if a restricted list is a banned list. I just ran up against a deck running refugees as its restricted… and if this thread is anything to go on, even the cards some people are dismissing as "basically banned" will still see occasional play. Not to mention melee. I don't think you have a leg to stand on if you're making the "I want to play with the product I bought" complaint.
just fyi each icon lost triggers its own response, any charater with multiple icons may get each of those icons back for multiple cards
Wolfbrother said:
Bear island is not balanced, outright murdering any army in field each turn- not balanced, the restriction that you can't have neutral or in house stark cards may have been dificult years ago but now its an easy restrisction to get around.i didnt't think the scourge was that powerful by itself, especially considering you can ignore its effects with discarding cards. Bear island is much stronger than the scourge in my opinion, taking icons doesnt stop winning dominance, character abilities, or solve the problem of a character on field, bear island doesn't have to worry about that automatic 1 character a turn attrition is worthy of being restricted,.
as for the tunnels, losing the refugees makes that deck incredibly less strong, no more free +3 or more strength tri cons, and many of their low cost character only have 1 icon and its often an intrigue icon, far less scarey than the refugees. mt friend plays a deck like this and i lost outright to it almost every game because a single refugee was stronger than the red viper. the tunnels is still strong but its manageable now
The sourge its very pwerful i put it in all my martell decks because i use not as a icon removal, i use as a location that discard cards from hand, and if you are playing vs stark or baratheon normally they have few cards in hand. The BI have a great restriction, all your cards must be stark cards, you must quit carrions, randy tarly, varys, sstreet of steel and any street or neutral location that reduced cost, and in a maester deck you cant use it because the chains are neutral. Bear island dont work vs characters with atacchments and now with the restriction of tin link we´ll see more attachments.
card attrition is solid, but i still feel character attrition wins out, if i can't deal with your character that turn its still there. Where as bear island solves the problem of a character outright. I'm not saying the scourge isn't strong i just feel Bear island's character attrition is stronger
It is. There is just zero logic behind the statement that BI is weaker than Scourge in reference to effect. Kill is very nearly always the better option rather than control for a turn.
Now the deck building and targeting restrictions are definitly very different. The question is how much of an issue are they in practice versus theory?
I don't think anyone is saying that kill isn't stronger than icon strip. If you compare the two locations, that's balanced by BI being a higher cost location, play restrictions (only control Stark cards), and target restrictions (no attachments). Additionally, the Scourge has a response that allows the opponent the opportunity to give back an icon.
HoyaLawya said:
I don't think anyone is saying that kill isn't stronger than icon strip. If you compare the two locations, that's balanced by BI being a higher cost location, play restrictions (only control Stark cards), and target restrictions (no attachments). Additionally, the Scourge has a response that allows the opponent the opportunity to give back an icon.
Yup. Additionally, BI can only target non-Stark cards and is dominance phase. Scourge is challenges phase.
Of course kill is better than icon-strip, but does that inherently make BI a better CARD than Scourge? Not necessarily.
Danigral said:
HoyaLawya said:
I don't think anyone is saying that kill isn't stronger than icon strip. If you compare the two locations, that's balanced by BI being a higher cost location, play restrictions (only control Stark cards), and target restrictions (no attachments). Additionally, the Scourge has a response that allows the opponent the opportunity to give back an icon.
Yup. Additionally, BI can only target non-Stark cards and is dominance phase. Scourge is challenges phase.
Of course kill is better than icon-strip, but does that inherently make BI a better CARD than Scourge? Not necessarily.
The issue is that this is situational, almost binary balance. The card has multiple modes of effect dictated mainly by your opponent's deck. Is it a Stark deck? Effect = 0. Does it run attachments? Yes? Effect is variable. No? Effect is to kill the best character as long as it is in play.
Cards like this must inherently be undertuned (as Bear Island is by being on the restricted list). There will always be an optimal situation for a card (in this case no attachments and no location hate). Either you want that build to be viable (I prefer more viable builds than less) or your balance for Bear Island winds up in such a way that it will make that build non-viable.
If you want more viable builds, Bear Island (and similar cards) should be completely overhauled. It should not be conditional on only non-Stark characters (this is purely a balance perspective, not thematic). It should remove the no attachment restriction. Then the card should be re-balanced. It would probably end up being higher cost or having a trigger requirement that includes a game play element (like winning dominance or winning a challenge by 4). Bear Island is a poorly designed card from a viability of builds perspective. Poorly designed cards should be some of the first cards put on the Restricted list by the nature of them warping the viability of builds.
Scourge, though different, winds up in the same boat. It reduces the viability of big-character, low draw builds. Players can say, "well that's what they get for not playing draw", but really, nothing should be mandatory. A sub-optimal build should be sub-optimal simply because the combination of cards suck together, not because the combination of cards is non-viable due to a predominant build. It's design is relatively poor in the same vein as Bear Island. If it were to be redesigned it would probably wind up with a higher cost or change the icon removal to only have an effect if the opponent actually has cards in hand. It needs to be designed in such a way that it does not make big-character, low draw builds non-viable. They should suck because they just suck, not because a card makes them suck.
Choosing to not play a class of cards (like location removal) should not make you lose outright. It should marginally reduce your chances of winning against that build. Marginally should probably be at most 5% (that was the difference between pure DPS and hybrid DPS in WoW for a long time). Cards like Bear Island and the Scourge reduce your chances of winning without location removal by much more than 5%.
BI's big drawback is the timing. Pretty much everything else (including deck building) can be worked around by a skilled player, except in the mirror match where an opponent's characters can't be targeted. Then the location is awful.
But as I argued in another thread, evaluating the power level of restricted cards is useful only to the extent that we can agree they are (1) so powerful (or efficient) that they are extremely common, and (2) their ubiquity harms player choices/variety. Refugees are a good example… Not game breaking, but they have distorting effects on deck building that results in less variety and, frankly, thinking when deck building. BI basically plays itself… hit the best available target every round. Planning to Valar, may as well use it anyway. At least with No Quarter one needs to decide whether using the effect now vs later is more beneficial, though usually that decision is easy too (I'm glad that card was restricted).
Even if we disagree on which cards are stronger, maybe we can agree that these cards are both resulting in less engaging gaming both during deck building and during game play.