The more cards in the game with different effects, the more strategy and thought required to play. Win win.
FG15-ISH7EG;n10459462 said:I basically agree with the topic. Chaining of removal can be a problem and can limit the design a lot.
Of course, removals are necessary to create interactions with the enemy side, but that is different from decks just sniping every single card that is played. With cards like Elven Mercenary and Sages it is possible to play a lot of Alzur Thunders with additional points on the own side, such that decks that don't spawn more than one card at once can't do anything. I remember in the past, when I knew against Eithne decks that my first 4 cards wouldn't even matter because they would be instantly sniped.
Of course it became a lot less usefull with all the tutor cards in the new meta, but in theory it is still possible as there are only 18 bronze cards over all factions, who have more than 9 power.
And while the game becomes boring if both players just vomit points till the end of the game, it becomes even more boring, if both players just try to destroy every single enemy and the last card standing wins.
Therefore, I don't think Alzurs Thunder is in such a good place currently, as it not only does a lot of damage, it also takes the roll of Dimetrium Shakles by shutting down low tempo enemies.
Alzurs Thunder should became a card that's main purpose is to deal damage, by damaging a unit by 6 and adjacent units by 2.
Shackles should get the option to damage an enemy by 6 and if it has less than 4 points left to lock it or lock an enemy and deal 3 damage to it. This way, shackles can fullfill the roll of the current Alzurs by shutting down any enemy with less or equal to 9 points.
SHALLAHJUSTICE;n10460002 said:The more cards in the game with different effects, the more strategy and thought required to play. Win win.
TweetyLeaf;n10459892 said:[SNIP] At least someone understands. [/SNIP]
4RM3D;n10455222 said:So, instead of damaging units, you just want both sides of the board to try to rack up as many points as possible without interacting with each other? That's even more boring.
Damage builds, limit the potential of certain decks, but at the same time, it creates more variation. Regardless, your deck doesn't have to deal damage to rank up. In every meta, there are always decks that just try to spew out as many points as possible.
PS. Moved the thread because this is not a suggestion.
Shadow-Stalker;n10460382 said:[SNIP] I mean Locks aren't needed because you can just kill stuff instead [/SNIP]
That isn't completly true. Units don't have to be value over time themselves for being a good Alzurs target, but it is enough for them to being affected by other cards.Barracuda88;n10460872 said:True, but thunder is only good against value-over-time-units. Otherwise it's just a 7-9 point card. Lock, on the other hand, is not good against anything at all right now. That has nothing to do with removal.
FG15-ISH7EG;n10461002 said:That isn't completly true. Units don't have to be value over time themselves for being a good Alzurs target, but it is enough for them to being affected by other cards.
If a card is removed, it can't be boosted anymore by Commanders Horn, by boons or other boosts. Also, it can't be decoyed or a copy if it being played by cards like Reaver Hunter or Henselt.
Also, even if Alzur has only 9 points, there are tutors with Elven Mercenary and Sage, giving the combination an average power of 11 points.
To sum this up, Alzur might be good against any card with synergie, whith 9 or less power. The only decks Alzur isn't really worth it are those point vomit decks without any synergie.
Shadow-Stalker;n10460382 said:Yet more of gwents identity removed.
Shadow-Stalker;n10460382 said:They are one and the same. And thus both are the problem with gwent.
TweetyLeaf;n10459892 said:At least someone understands.
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I want to stress again, im not against doing damage to your opponent, but chaining damage be it alzurs, scorch or unit ability is not good for the game.
I kinda do not understand why many people don't see it, or is it just that everyone plays dmg decks these days and are afraid of nerf...
4RM3D;n10461212 said:Let's take a small detour here. Gwent's identity has indeed changed over time with the change to weather and rows, among other things. However, spewing points is not one of the reasons.
The Witcher 3 Gwent was also all about spewing points and had even less variety or tactics compared to the current Gwent. Not to mention the factions were pretty unbalanced. So, this change in identity you speak of, doesn't apply here.
TweetyLeaf;n10455402 said:No. That is what Im NOT saying. Im trying to say that chaining damage spells while racking up small units is brainless and does not make the game good.
4RM3D;n10467592 said:Gwent's nemesis is itself
SarahAustin;n10467512 said:Then what should be done? Also, its just your opinion. Maybe its not your kind of game. Nothing is "brainless" behind using scorch and other damage cards to reduce or remove strong units. Your fault for making 2 unit strong. Your fault for not having a different tactic for damage spam. Also, if the enemy spams damage cards they got almost no units.
TheShift;n10460042 said:I mentioned alzurs thunder in the patch thread in the news section.. for all I've seen is thunder spam..in which case I didn't realise it had been bumped to 9 damage at the winter update because I barley seen it out side of ST.
now it seems to be "the" card (outside of nilfgaard spy spam shit) Those 2 cards alone can shut down nekkers, arachas, axemen ...anything that needs an engine going to make the deck playable
So I guess we will see how it plays out..but from what I'm seeing it's all about who's got more ways to stop the engine type decks...which seems to be very easy to do now