Buddyfight > FCB Discussion
[BF] Cards That You Think Should be Banned or Limited
Cherry:
--- Quote from: Lucky on January 21, 2015, 09:46:25 PM ---well i just know about this card <,< never seen any other "Item" cards that have defence
--- End quote ---
Look up Hero world.
TimPowerGamer:
After playtesting significantly with many things, the only things I think might need looked at for a banlist would be:
Mission Card: Form a Party - Too much Toolbox, too easy to get out, lifegain on the top is just cheese. It can search their impacts, items, and creatures. Too much versatility all in one card that is essentially costless.
Street Racer, Eligos - Ugh. This card is a recyclable attack negate that costs 2 life to play. I mean, that doesn't sound overpowered at first glance, until you realize that it prevents non-penetrate link attacks (or, if they do link, it stops the attack anyway), it's not a spell so it can't be negated in any way, it can protect anything on your sides since it can redirect any attack, and it slows the game to a painful crawl when combined with the rest of the turtling that Magic World has available. As a Buddy Monster, it can even be a free attack negate. Destroying it only sends it back to hand. The only way to get rid of it is for the opponent to choose not to pay the life or sending it to the gauge. It's pretty much only vulnerable to Epic Fail, Tempest Wing, and Penetrate. Only, there's plenty of answers for all of those with the rest of the deck, so that gives this card too little counterplay.
Actor Knights, Judgement - Ehh, I'm on the fence. It's 3 gauge to blow up two things, draw 2 cards, and potentially (as it's less likely) gain 3 life. But with the engine there, it's incredibly strong. The only deck that I've lost to with this deck is an Eligos deck. Accel End and DDW spells (especially Death Shield, which is both attributes it needs) have proven extremely consistent in getting this unit's effects out. I've never once missed the Tarot or Destruction requirements. And rarely miss the Defense.
Other than these, I haven't really seen anything too crazy.
Lionofash:
--- Quote from: TimPowerGamer on January 23, 2015, 02:05:27 AM ---
Actor Knights, Judgement - Ehh, I'm on the fence. It's 3 gauge to blow up two things, draw 2 cards, and potentially (as it's less likely) gain 3 life. But with the engine there, it's incredibly strong. The only deck that I've lost to with this deck is an Eligos deck. Accel End and DDW spells (especially Death Shield, which is both attributes it needs) have proven extremely consistent in getting this unit's effects out. I've never once missed the Tarot or Destruction requirements. And rarely miss the Defense.
Other than these, I haven't really seen anything too crazy.
--- End quote ---
I see you've been enjoying the deck I made a bit much huh.
I think the deck itself does have consistency issues getting Judgement and Accel End into hand at the current time, they may be able to do it easier in the future when more generic milling is added to their deck.
It also is really difficult to combat Sieger and he has 6/6/3 which is just okay but not spectacular.
As it is right now it's only truly strong when the opponent doesn't know what's coming and thus loses key pieces or when their deck isn't suited to fighting it.
That or you basically Lightsworned them and spammed this till their gone.
...Oh lol Judgement Dragon and Judgement.
TimPowerGamer:
I'm certainly not discrediting you for coming up with the idea of the deck, but I'm not crediting you either.
Looking at Judgment, Accel End, and the DDW spell attributes would lead most people to the conclusion that this is how Bushiroad wants us to build Judgement.
Levankua:
--- Quote from: TimPowerGamer on January 23, 2015, 02:05:27 AM ---Street Racer, Eligos - Ugh. This card is a recyclable attack negate that costs 2 life to play. I mean, that doesn't sound overpowered at first glance, until you realize that it prevents non-penetrate link attacks (or, if they do link, it stops the attack anyway), it's not a spell so it can't be negated in any way, it can protect anything on your sides since it can redirect any attack, and it slows the game to a painful crawl when combined with the rest of the turtling that Magic World has available. As a Buddy Monster, it can even be a free attack negate. Destroying it only sends it back to hand. The only way to get rid of it is for the opponent to choose not to pay the life or sending it to the gauge. It's pretty much only vulnerable to Epic Fail, Tempest Wing, and Penetrate. Only, there's plenty of answers for all of those with the rest of the deck, so that gives this card too little counterplay.
--- End quote ---
Despite it's obvious strength comparable to a reusable slepnir, the life cost is staggering in a world with near 0 life gain. You're basically taking any attack that is 2 crit or less with this and as you said useless against penetrate etc. It's stats are nonexistant only blessed enough to have 2 crit which is what allows the size 1 heavy deck to continue to perform.
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