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acelink

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Re: Pillars to help mono/duo https://elementscommunity.org/forum/index.php?topic=3079.msg33058#msg33058
« Reply #12 on: March 05, 2010, 02:17:05 am »
I think there are other options that help mono/duo decks...  Instead of beefing up quantum gain produced by pillars I would rather see some "special" lands or permanents.  They could be something to a quanta filter, quanta accelerations or even special abilities.

Pillar Examples:

Quagmire Pillar (1 sacrificial pillar for each color would be really cool to see)
Generates 1 :death per turn
Sacrifice: Poison enemy for 2.

Stone Slab Tablet (1 ability pillar for each color would be hard to balance  :( )
Generates 1  :earth per turn
Pay 2 :earth : Target creature get -1/+2

Gravity Bunker (another ability pillar)
Generates 1  :gravity per turn
Pay 10  :gravity give momentum to all your creatures

Matchstick Blaze (Another ability pillar: this one being passive)
Generates 3 :fire per turn at the cost of 1 life.

Colorless Permanents
Just a few ideas about how to make some mana acceleration for mono color decks...

Black Tar Sticks      3  :darkness cost
Indestructible permanent: generates 2  :darkness quantum per turn

Peat's Hidden Slug         2   :entropy cost
Pay 1  :entropy : Generate 3   :entropy

Ocean's Echo 2  :water cost
Pay 1  :water: add a counter
Sacrifice this permanent:  Gain 3  :water for each counter

The designs for each card don't need to differ... just keep them consistent and I think that would help out mono/duo decks a lot.

TheMadEvil

  • Guest
Re: Pillars to help mono/duo https://elementscommunity.org/forum/index.php?topic=3079.msg33179#msg33179
« Reply #13 on: March 05, 2010, 04:15:05 am »
I think the problem with Rainbow isn't the quantum generation, it's the card selection. Rainbow gets lots and lots of quanta at the end of the game, yes, but this is balanced by the fact that they can't really play most of their cards without a Supernova until the mid to late game, unless they get really lucky.
The main fact remains, though, that Rainbow is so much more powerful because it has over 100 cards to choose from, where mono has like 15 or so... Mono, however, has speed and reliability on its side, just like in any other game. For example, look at Dark Matter - 90% of Rainbow players insta-quit, because it's almost a given loss anyways. Devourer, as well, can kill Rainbow if you get just a little bit unlucky.
I've played these games for a long time, and people complain about anything that gets 'too powerful'...the fact is that Rainbow has been tweaked to the point of perfection by many people, due to the lack of card base...this means that to beat it, you have to have a specialized strategy that will lose to anything else.

At least until more cards are introduced to give mono and duo a fighting chance. However, nerfing Rainbow by changing pillars now will make Mono that much more powerful when new cards are introduced

 

blarg: