Hi,
So it's been a really long time since I did this last . . .
Basically I'm just going to run down the list and for each card I'll explain why I
didn't vote for it. If you don't see your card listed here that means either I'm still making up my mind or I voted for it.
MalebolgiaFeels a bit like a generic FFQ clone right now. I know earlier there were issues with balancing that caused some of the more interesting abilities to be removed (and they were valid) but now it's just a generic spawner.
AggrioThe ability is a little too specific, and it's a bit much of a hard counter to all
based creature control.
ThermStall cards aren't really fire's thing, and with 3 of these you could have really impressive damage reduction that still effects creatures with momentum.
Fire DancerSeems very specific and very complicated. Try to simplify it a bit.
Fire runeSeems abusable with a stack of pillars. Sacrificing a pillar for nine quanta is pretty much
always worth it since many games don't last nine turns, especially games with a
rush deck
DragonfireReally complicated. The mass damage based on attack mechanic is interesting, but it doesn't work well here since the card would already be fairly complex even with a just flat damage-dealing ability.
Quanta Burn already has a lot of ways to gain a lot of quanta quickly. This would also give pretty much any
deck the ability to surprise OTK with fire lances late in the game, since with this card quantum towers would actually be a better source of
quanta than fire towers.
pyrokinesisSeems just flat out better than eagle's eye for cc. Cheaper, no cost to use, and more damage.
wildfirereally, there's already enough ways to get
quanta.
FissionWhy Ash eaters? Haven't entirely made up my mind yet, but it seems a bit complicated, and maybe more
than
.
CauterizeI can't come up with any effective decks with this card. Seems best versus FGs with lots of healing, but even then it seems that there's better things to do with the quanta.
fire auraseems a lot like nightfall . . .
blazing notesAnother really strong stall card for
. Seems to me you could just pump up a lava golem a bunch then never take damage again. That said, I also quote from the thread
That said, does this card's effect last until the 'non-attacking' effect wears off? Or is it permanent (i.e. - you halve one of your creature's attack permanently with each use?)?
It was asked in September and never answered. It's kind of a major point of balance for the card.
HellThe effect seems more like a
thing than
.
generally doesn't do hp boosts. making it only effect
creatures seems unnecessary.
Not trying to bash any ideas, just trying to give feedback.