This is no longer GotP. This is a completely new card.And it has a much better cost/attack ratio, making it much more valuable in mono - :time rushes or Ghostals that rely on late-game mass Fractals. (10 attack upgraded by itself is worth 8 :underworld at its cheapest, and 5 :underworld for 7 attack is pushing it when 5 quanta generally equals 5 ATK but gets ignored by several cards like Puffer Fish.)
No, it's not buffed. By targeted I meant any sort of click on GotP that made something happen to it, even playing it, so playing a full hand of upped GotP would deal 56 damage to you. (If you can come up with a better wording, do that please.)That is not the definition of "targetted" So it is now an efficient creature that damages you once when you summon it? Meh.
And nightmaring GotP would deny the opponent harder than a non-GotP creature and let you recover some of the damage cost of using GotP.
I do not see
No, it's not buffed. By targeted I meant any sort of click on GotP that made something happen to it, even playing it, so playing a full hand of upped GotP would deal 56 damage to you. Targeted generally implies target on the field only. Also, it might just be me but if that's how the ability is used, then GoTP seems to turn into an extremely reckless 'Glass Cannon' more fitting of Fire's aggressive nature.
And nightmaring GotP would deny the opponent harder than a non-GotP creature and let you recover some of the damage cost of using GotP. So in other words, GoTP keeps its Obsession ability but also becomes more rushy and gets more attack. How is this balanced? [as a general rule oneshot HP damage tends to have less 'weight' as a balancing factor against the longterm effect it provides, hence the large HP penalty of Shard of Sacrifice.]
Now GoTP + Nightmare = 1 of your hand rewound + 2 draws denied the opponent (since playing GoTP does not rewind a card in your hand)No, it's the owner of GotP that takes the pentalty, not the opponent.
Now GoTP denies 1 draw per CC used to remove it
This version is an unjustified buff
Still, you're technically making GoTP act as a free Reverse Time once you successfully Nightmare it into the opponent's hand. I'm not exactly sure what's the balance difference between 'don't discard to avoid taking damage' and 'don't discard to avoid denying your draws', except that the 2nd favors denial a lot more and weakens it's 'rush' potential with Nightmare. (In other words, I don't get why it is a nerf because it got a stronger effect that affects the owner as a counterbalance to the increased denial.)Now GoTP + Nightmare = 1 of your hand rewound + 2 draws denied the opponent (since playing GoTP does not rewind a card in your hand)No, it's the owner of GotP that takes the pentalty, not the opponent.
Now GoTP denies 1 draw per CC used to remove it
This version is an unjustified buff
The change is fine, if I understand it correctly, but GotP isn't too prevalent or too uncommon in the meta (arena at least). No change is needed.You can't base the needing of a change on the fact that a card is used too much or it isn't, a card must be balanced and with a logic mechanic even if it is the most/less used card of the game.
The change is fine, if I understand it correctly, but GotP isn't too prevalent or too uncommon in the meta (arena at least). No change is needed.You can't base the needing of a change on the fact that a card is used too much or it isn't, a card must be balanced and with a logic mechanic even if it is the most/less used card of the game.
On time:
As i wrote before, i think time have this big step between Scarab and GotP in terms of costs and statistics, i would like to see a card in between the two as i suggested in card ideas section with "Ra".
On the card:
GotP is fine as is, balanced, useful, strong enought to justify its cost and with a unique ability wich everyone approve methink.
zorry, i read as you were saying that the popularity of a card was the principal factor in the judgement of a balance card, my bad.The change is fine, if I understand it correctly, but GotP isn't too prevalent or too uncommon in the meta (arena at least). No change is needed.You can't base the needing of a change on the fact that a card is used too much or it isn't, a card must be balanced and with a logic mechanic even if it is the most/less used card of the game.
On time:
As i wrote before, i think time have this big step between Scarab and GotP in terms of costs and statistics, i would like to see a card in between the two as i suggested in card ideas section with "Ra".
On the card:
GotP is fine as is, balanced, useful, strong enought to justify its cost and with a unique ability wich everyone approve methink.
If the balance isn't right the popularity of the card probably won't be balanced either.
Yeah I was just saying it was a possible ''symptom'' of the sickness if you will. :)zorry, i read as you were saying that the popularity of a card was the principal factor in the judgement of a balance card, my bad.The change is fine, if I understand it correctly, but GotP isn't too prevalent or too uncommon in the meta (arena at least). No change is needed.You can't base the needing of a change on the fact that a card is used too much or it isn't, a card must be balanced and with a logic mechanic even if it is the most/less used card of the game.
On time:
As i wrote before, i think time have this big step between Scarab and GotP in terms of costs and statistics, i would like to see a card in between the two as i suggested in card ideas section with "Ra".
On the card:
GotP is fine as is, balanced, useful, strong enought to justify its cost and with a unique ability wich everyone approve methink.
If the balance isn't right the popularity of the card probably won't be balanced either.
Underuse/Overuse is a symptom of 1 of 3 causes:
Identifying the imbalance of an imbalanced card.
Misreading the balance of a balanced card.
Playstyle scale of the card (Niche to Staple).
Valid correctionUnderuse/Overuse is a symptom of 1 of 3 causes:
Identifying the imbalance of an imbalanced card.
Misreading the balance of a balanced card. Or extremely misreading the imbalance of an imbalanced card.
Playstyle scale of the card (Niche to Staple).
I would submit that an overpowered card could also be read as an underpowered card, and thus the second criterion does not apply only to balanced cards.
I've never had a problem with ghostmare. Actually, fairly simple to beat if you use high CC and just hold your cards.High cc. Hold your cards. While ghostmare can dump their cards? And reverse time your already played ones? A ghost has such high attack that 7 for 9 damage is amazing, easily spammable. Except its high cost kind of makes it hard to fractal unless centered around it.
A single upgraded ghost and 5 nightmares can kill someone in 5 turns and have a bit of overkill to ensure 5 turns.
Even with shields, nightmare does damage too. And upped it gets 5 turns easily. You can replace some nightmares with ghosts so the combo is very flexible for achieving 5 turns. It doesnt have to be quite empty either. I would say if you modded it to max speed it could get a ttw of 5.6 or somewhere around there. Add some golden nymphs and sors. Fact is I find the combo just does too much. Its almost as bad as sofo and yet more effective then sofo.A single upgraded ghost and 5 nightmares can kill someone in 5 turns and have a bit of overkill to ensure 5 turns.
Yeah, but only if your hand is completely empty when beginning the NM combo, and and assuming you have no shields. And are you seriously calling a 6 card combo killing someone in 5 turns OP? Just normal dragon spam does the same thing, and let's not even talk about OTKs...
I would, if I had upped ghosts. I havnt used a ghost of the past deck because im so highly against them. Ill modify it to max speed and blow some people away. Ill do test runs on ai3. 50 games.It is really bad to post "nerf this card" without even trying the card/deck for yourself. If you haven't tried it yourself you should really shut up about "get 5 turns easily" and "the deck is too OP". You have no idea how strong/weak ghostmare is if you have not played it yourself, you will never get enough data on it by only facing opponent's decks.
Ill take your words into consideration when you can convey them without being rude. "If you haven't tried it yourself you should really shut up..." I do however realize that my opinion of the card/deck is small because I havent tried the deck, but I have however built the thing for my friends and have seen them use it. I however wasnt the one clicking cards but telling him exactly what to click and where. I plan on remaking ghostmare in trainer and giving a 50 game test run on ai3. But if you think I am simply going to shut up about giving my opinion sir, then you are sorely picking a battle, one which I will not discuss any further.I would, if I had upped ghosts. I havnt used a ghost of the past deck because im so highly against them. Ill modify it to max speed and blow some people away. Ill do test runs on ai3. 50 games.It is really bad to post "nerf this card" without even trying the card/deck for yourself. If you haven't tried it yourself you should really shut up about "get 5 turns easily" and "the deck is too OP". You have no idea how strong/weak ghostmare is if you have not played it yourself, you will never get enough data on it by only facing opponent's decks.
If it was OP I would see it more in PvP. Which I don't.
The problem with ghostmare isn't just GotP+Nightmare. It's the other things it can pack.Reverse time is a given, it isn't nearly as strong without. However steal is much harder to find room for. Running less then 12 pillars is a large hindrance already, and taking out nightmares or ghosts decreases the chance of getting it early.
Ghostmare has Steal and Reverse Time, two already annoying cards. So, when facing a Ghostmare, you face draw denial, unblockable damage, your permanents turned against you, your creature's effectively gone forever, and if you have no other permanents; your quanta producers removed. This makes games dreadfully boring and painful. Devtal may lock you down, but Ghostmare forces you to punch yourself in the face.
The second problem is Ghostmare packs the counter to it's counter (this is also the problem with Mono Aether). Ghostmare can steal sanctuaries that stop the nightmare effect, or hourglasses/sundials that give the player draw power, and then make use of either. So, you can't casually counter Ghostmare. The only way you can stop it is if you've got an exceptionally hard counter, the only ones I can think of being Monotime rush and Earth+Light EM Stall with PA's.
It's just unpleasent to go up against, and not creative.
Reverse time is a given, it isn't nearly as strong without. However steal is much harder to find room for. Running less then 12 pillars is a large hindrance already, and taking out nightmares or ghosts decreases the chance of getting it early.
Now, that isn't to say it is impossible to run a steal or two, but more then that and, unless built for it, it becomes a hindrance.
Swapping pillars for pendulums really hurts the speed at which ghosts come out, and going above 30 cards when you need one of 6/7 creatures asap is just a suicide risk.
How much worse would it be IF obsession was 8? Still viable? Still good? Or only playable in the arena?6 unupped 8 upped? Would still be very much workable. Not quite as strong, but honestly, it doesn't need to do all that much damage to help win. Not against it, though, also not for it.
How much worse would it be IF obsession was 8? Still viable? Still good? Or only playable in the arena?
Ghost of the Past isn't OP.
Ghost of the Past + Nightmare isn't even that OP.
The problem is that Darkness and Time have access to Steal and Reverse Time. So this isn't a question of individual card balance anymore. This is about, at its core, balance within the structure of how EtG and its basic mechanics work.
Nerfing Ghost of the Past won't fix the problem. Nerfing balanced cards because of powerful yet easily countered decks would only make the problem worse in the long-run.
I want to disagree. Right now the Ghost+Nightmare combo is pretty mediocre in a non-dedicated Ghostmare deck.
I don't really get what you are saying? Is it really a big problem that GotP+Nightmare is only viable in specialized decks? The same are true for other combos as well. I don't really see the problem, because both GotP and NM are completely viable on their own.
In the current meta Ghost of the Past and Nightmare see little play outside of splashes of a mid-range hitter in quanta-heavy rainbows (Ghost) and splashes of a low-cost damage spell in quanta-light rainbows (Nightmare). This is excluding Ghostmare, of course.
The cards are still good in their respective monos too, at least I use them for that.