First either hard nerf Ball or give it (and all scenarios) Doomed status!
I agree with the give it Doomed status. Being able to play Ball two-three times in a match is insane, while no other faction (as far as I have seen) can do this.
First either hard nerf Ball or give it (and all scenarios) Doomed status!
SK can. Also, it's actually a fun mechanic to create a deck around potentially using scenarios two times, but without artifact removal it will be too reliable as the draw dependency has already been severely decreased by adding Oneiromancy.I agree with the give it Doomed status. Being able to play Ball two-three times in a match is insane, while no other faction (as far as I have seen) can do this.
I don't know what you're talking about. Traps are incredibly interactive, and it would permanently kill the archetype if a 3 Artifact restriction was placed on every deck. Literally the only Artifacts that are problematic are Scenarios. Nearly everything else is incredibly underpowered.If we buffed those traps, while having deck requirements of 3 artifacts max, then overall ST would benefit from this change.
We also avoid an uninteractive archetype. (Eldain was changed for the very same reason)
I just made a deck for this, 3/3 matches won. I can't stop laughing.
Yen Invo only works on units no?I have a similar deck but haven't played it yet. Can actually play ball 4 times if you're playing against NG as you can have Yen steal the opponents.
Yen Invo only works on units no?
Half the meta? Lol what a joke. The factions that don't use them only exclude them because they don't have the luxury of bringing theirs back from the graveyard. SK and NR don't need it because they're op without the risk of heavier and NG can include or exclude it without a worry in the world since they can play it 3 times or remove it altogether and still dominate. NR and MO are likely the weakest scenarios because of the requirements. A deathwish or siege tag is nothing compared to an aristocrat tag as far as potential point swing or removal if we consider ST.But are they? NG always plays the Ball because honestly NG doesn't have points elsewhere. SY plays the Passi because it's that good. And then what? Siege is like T3 of all NR decks. Haunt has big competition from Yghern/Ozzrel combo which doesn't play stupid into the Heaver. And nobody ever plays Feign Death.
But should they? Devotion decks except ST (which is just a sad mis-design) are some of the strongest decks in every faction (also maybe except SY which only got the 7 for 4 as a bonus so it's meh). Half the meta is already dealing with no artifact removal beautifully.
But anyways, iirc devs didn't say Heaver was to be removed. They said sth along the lines of addressing the scenario-Heaver binary interaction.
I like this idea in general but I'm not sure it would be a big change. some of the best cards to trigger scenarios are already bronzes, namely thirsty dame, van moorlhem hunter, sly seductress, peaches, clan preacher (the SK) one. NR usually just plays another trebuchet with leader aswell since there arent many good gold machines anyway.I think a good approach to balance scenarios after the change to artifact removal would be to only make it possible to trigger them with bronze units.
I like this idea in general but I'm not sure it would be a big change. some of the best cards to trigger scenarios are already bronzes, namely thirsty dame, van moorlhem hunter, sly seductress, peaches, clan preacher (the SK) one. NR usually just plays another trebuchet with leader aswell since there arent many good gold machines anyway.
but you may be onto something
Or simply make it so you can't trigger more than 1 chapter per turn. So after playing the prologue you can't activate the next chapter using a leader ability or when the 1st chapter you can't tutor into another card activating the two remaining chapters in the same turn.I think a good approach to balance scenarios after the change to artifact removal would be to only make it possible to trigger them with bronze units.
Let me explain:
Scenarios are the highest point cards that exist in the game. So if one player has a Scenario in r3, plus his usual gold package, then its close to impossible to win against the scenario player. That is because you can trigger it with your high value gold cards (vincent, roderick, userper, dettlaff, golyat, adriano, ...) making it impossible for your opponent to match your points. its also impossible to answer it, because it playes multiple cards per turn - going wide and tall.
so the only way to win against scenarios would be to bleed them in r2... or have your own in r3.
Now if it is only possible to trigger them with bronze cards, you would have to keep 2 "weak cards" to get the pay off for your extreme value card, so someone with 3 regular golds may be able to keep up in points in a 3 round.
this would make scenarios more of a bleeding tool in r2 or a card if you want to push to win r1, because you would be able to spend some golds, but still get big value out of your bronze (like AA does for NR atm).
So it would shift the focus of a big finisher card, to a card that requires you to play multiple rounds. Those multiple rounds paired with a low tempo start up allow the non-scenario player to counterplay by passing, or setting up his own engines agressively, ....
this would most likely be enough of a "nerv" so that all the scenarios dont require a complete rework, which is the only solution i can see otherwise..
I really like this idea, what do you fellow gwentlewo*man think of it?
*edit: it should also not be possible to play it multiple times... just add a "banish self" after the 3rd chapter to solve this problem.
If there's no longer going to be anything that removes Artifacts, then does it really matter if a Scenario progresses through multiple chapters in a single turn. The only reason this is done now is to avoid losing too much when your opponent is holding a Bomb Heaver.Or simply make it so you can't trigger more than 1 chapter per turn. So after playing the prologue you can't activate the next chapter using a leader ability or when the 1st chapter you can't tutor into another card activating the two remaining chapters in the same turn.