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Subject Topic: The Restricted Power Nine of GE Post ReplyPost New Topic
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Gekonauak
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Posted: 25 October 2007 at 8:34am | IP Logged Quote Gekonauak

Please realize that I said if I had a chance to redo the game.

Since GE is no longer being produced, no, I would not have ANY restricted or ban list when playing.


I don't like Cat Rep because it is usually a game ender (for one side or the other), and no card should be THAT powerful.
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werewolflht65
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Posted: 25 October 2007 at 8:36am | IP Logged Quote werewolflht65

Of course, as well as you should. GE is far from perfect, but it would require a much larger consensus to simply change card rules.
I have found cards from GI that would do wonders against MDM, as well as others that have found homes in some of my own decks.
They were in the process of trying to fix the games issues before the company went under.
But it'll be up to the new owners of the rights to fix he rest.


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RobPro
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Posted: 25 October 2007 at 9:57am | IP Logged Quote RobPro

I don't think you understood my comparison of why the spy cards are good in GE, but "spy-like" affects don't matter much in magic. I'll send you a PM later today, I have to study for two midterms now. :(
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Gekonauak
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Posted: 25 October 2007 at 10:23am | IP Logged Quote Gekonauak

i think he was replying to my post.
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werewolflht65
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Posted: 25 October 2007 at 10:52am | IP Logged Quote werewolflht65

Yeah, I should have used a quote.

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Tarquon
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Posted: 25 October 2007 at 11:38am | IP Logged Quote Tarquon

As an optimist I hope for change, but as a realist I suspect it never will.
So as an activist, I make it happen in my own locale.

(removing all skips and warps from deck)
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Lobo
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Posted: 25 October 2007 at 11:42am | IP Logged Quote Lobo

"Now, almost all MtG decks are 60 cards, while no GE player in their right (or wrong) minds would play with less then 100 cards"

-Howdy. I never play a deck that's bigger than 75 cards. Ever.

...then again, i drink a lot and have a thing for clown shoes.....Lobo

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Aramax
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Posted: 25 October 2007 at 12:45pm | IP Logged Quote Aramax

Lobo wrote:

"Now, almost all MtG decks are 60 cards, while no GE player in their right (or wrong) minds would play with less then 100 cards"

-Howdy. I never play a deck that's bigger than 75 cards. Ever.

...then again, i drink a lot and have a thing for clown shoes.....Lobo

I find 80 to be my magic number

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werewolflht65
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Posted: 25 October 2007 at 1:24pm | IP Logged Quote werewolflht65

Wow, and you guys do lose alot too, eh?

No way, save for a Speed Dragon Deck, with only 60-80 cards, would you survive in a duel let alone a group game.

That's just me.


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Gekonauak
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Posted: 25 October 2007 at 1:47pm | IP Logged Quote Gekonauak

In a duel my deck waws around 70-75 cards, in a multi-player game, it weighed in at a hefty 125.
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werewolflht65
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Posted: 25 October 2007 at 1:58pm | IP Logged Quote werewolflht65

Wow, you consider 125 to be "hefty"... Then the standard MDM deck must seem down right Wellian by comparison. As in Orson Wells...

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Gekonauak
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Posted: 25 October 2007 at 2:34pm | IP Logged Quote Gekonauak

Yes, during the demise of Companion I had played with some of the locals in town who had over 300 cards in his deck, I asked him if he included every card that he had in his deck. Very funny he replied. I told him, what I am told you guys, that sh*t don't work.

I opened him up like a can of sardines, and everybody took a piece. Well, I really don't like the taste of sardines, which is why I didn't get a free card out of the deal, but everybody else at the table ate heartily.

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Gekonauak
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Posted: 25 October 2007 at 2:36pm | IP Logged Quote Gekonauak

typical multi-player decks I can see ranging from 125 (which is where I prefer it) through 200. Any more than that and you are relying too heavily on MDM. And, you should be lanced.
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werewolflht65
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Posted: 25 October 2007 at 2:40pm | IP Logged Quote werewolflht65

LOL... Seriousy though, my Group play decks are around 150, since I don't have to fight the whole table. In a duel, you either face the CCN or the Bolaar, and the latter is an MDM deck.
Since I 'Donated' my Dragon deck to Drakmoore, I am down to just two dueling decks, which suits me fine.


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Gekonauak
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Posted: 25 October 2007 at 2:49pm | IP Logged Quote Gekonauak

The CCN would actually give me a run for my money, since most of my defensive cards are played against a ship. I forget, if you are playing CCN, do the installations protect your SHQ?
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werewolflht65
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Posted: 25 October 2007 at 2:54pm | IP Logged Quote werewolflht65

Yes, though the non comedy club ones do not.

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RobPro
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Posted: 25 October 2007 at 3:13pm | IP Logged Quote RobPro

Gekonauak wrote:
typical multi-player decks I can see ranging from 125 (which is where I prefer it) through 200. Any more than that and you are relying too heavily on MDM. And, you should be lanced.


Would you bring a 125 card deck to an eight player game and expect to win? I could see 125 cards maybe doing alright with 3-5 people, but when you get to 5+ I just imagine you running out of steam.


Edited by RobPro on 25 October 2007 at 3:13pm
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werewolflht65
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Posted: 25 October 2007 at 3:16pm | IP Logged Quote werewolflht65

Relax Rob. Geko talks a good game, but he doesn't even play.

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Gekonauak
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Posted: 25 October 2007 at 3:30pm | IP Logged Quote Gekonauak

while I might be a little rusty from not having played in over 7 years, the skills are still there.

I *earned* my C10 War Veteran(s), how about you?

:)
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Gekonauak
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Posted: 25 October 2007 at 3:34pm | IP Logged Quote Gekonauak

Yes, I still think the deck would survive, and here is why:

After a certain point, regardless of how many people are playing the game, you only have a certain amout of opponents.

Say you have a 5 player game, you can consider all 5 of them your opponents at some point. In an eight player game, you basically have the same 5 opponents, the extra 3 people will probably war amongst themselves, and might even help you by involving one of your 5 opponents. Unless they all gang up on you because of MDM, then you are screwed anyway.
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werewolflht65
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Posted: 25 October 2007 at 4:43pm | IP Logged Quote werewolflht65

I didn't have a career back then, plus I was recovering from a near fatal motorcycle wreck. I am Titanium-Reinforced, from hip to ankle in my left leg. Wrecked in July of 1993, was on crotches until April of 1996.

Made it to Origins 1995, when it was in Philly, but I was there for the RPG's. I really didn't see any CCG's competing with Magic.
In some ways, I was right.

Geo and Harry went to Origins 95 and 96, and almost all of the Tactical Retreats, but I just couldn't scrape up the money. Medical bills, rent, etc.
I got my CDL at the end of 96, but by then, GE was going away, so I focused on Magic.

I gave up for the last time on Magic this spring, sold off all of my decks and extra cards, and invested the money into my Paintball gear and more tools for work.

And, just like the Car Wars Tourneys I couldn't attend because of money, and watching Mike Montgomery win event after event and just getting frustrated at the lack of design skills he showed, I gave up on Car Wars. I still have everything for the game, like GE, but I have next to no interest in it on a competitive level.

In a Masters game, if the table wants you dead, you die.
In a Duel however, I stand a better then 65% chance of winning.


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Vercinorix
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Posted: 25 October 2007 at 9:34pm | IP Logged Quote Vercinorix

Hi all.

I'll post my own extended opinions about the game in general in a seperate topic.

In general, I do not like restricting cards. Card combos are IMO the best part of CCGs and what keeps them interesting. The exceptions are single cards that have the ability to totally upset the game on their own (not in combination with any other card.)

The only card that I think really needed to be restricted is the Reactionary World.

The reasons are as follows:

The basic defense mechanism in GE is reaction cards. Take reaction cards out, and you basically have chess with the major advantage going to whoever plays first.

Since each Reactionary World can negate a reaction card play once each complete turn, this gives the player who has one or more out a really significant card advantage unless your opponent can remove the Reactionary World very quickly.

Why don't I have a problem with the C9 Time Knight then that does the same thing?

First, because the Time Knight IS a strength 9 card and so you can only have 2 in your deck. Second, the Time Knight requires a command point to engage, so most of the time you're forced to choose between a ship or the Time Knight. That's a tougher choice. Third, because the C9 Time Knight is a 9, it is tough to get out of the Reserve Fleet.

Since the Reactionary World is a 4, it isn't hard to put multiples of them in your reserve fleet and get them out fast. In a 3+ player game it isn't hard to have 2 of them in play by the end of turn 2, and potentially all of them in your deck in play on turn 3. Try playing some test games where that happens and watch the results.

If reaction cards were not the key defensive game mechanic I would not have such a problem with this card, but as a strength 4 it is too powerful and global in its effects.

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werewolflht65
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Posted: 25 October 2007 at 9:48pm | IP Logged Quote werewolflht65

About time you joined...

Should I introduce you, or are you going to do that on your own?


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werewolflht65
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Posted: 28 October 2007 at 12:27am | IP Logged Quote werewolflht65

The new Restricted List for our group:

1)Accelerated Time Line
2)Alliance Treaty
3)Cloning Device
4)Discard Equivalency
5)Promotion
6)Reactionary World
7)Tech Breakthrough (O-6)
8)Tech Breakthrough (O-8)
9)Temporal Engineer

Deck stocking limit is 180 Cards, following the normal 8 Cats Minimum & 5 cards/Category.


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RobPro
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Posted: 28 October 2007 at 12:59am | IP Logged Quote RobPro

I just don't see how you can make a maximum deck size. It forces people to play the same skeleton with less room for variation.

I could see a deck minimum at 80-100, though.
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Eaglepreacher
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Posted: 28 October 2007 at 4:33am | IP Logged Quote Eaglepreacher

how about this for the reactionary world.  It is an included rule but would it work?  Takes 1 damage (unrepairable) each time is negates a reaction card.  If this seems good but not enough, then upgrade the rule to 1 damage if card of equal or lessr value and either 2 for cards of greater strength or even discarded.    This ruling would limit the card and make the user much more pickier.  OF course in a duel 4 RW would still wreak incredible havoc but this ruling would be more efffective in multiplayer games.  Though I still dont like changing rules on cards but it is a thought.
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werewolflht65
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Posted: 28 October 2007 at 7:32am | IP Logged Quote werewolflht65

Damn Eagle, you must be a Rocket Scientist... That is Brilliant!

The RW takes a point of permanent structure damage when negating a card of equal or lessor strength, 2 points of permanent structural damage when negating up to a strength 8 card, and is discarded when negating anything higher then strength 8.


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RobPro
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Posted: 28 October 2007 at 1:39pm | IP Logged Quote RobPro

I just think that's -way- too complicated. Wouldn't it be easier to take away it's immunity to time cards, so it can be skipped/warped/crinkled/etc.?
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werewolflht65
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Posted: 28 October 2007 at 6:21pm | IP Logged Quote werewolflht65

No, because you are messing with a card rule that people will need to remember. Restricting it is simpler.

Plus, even removing Time Immunity, Having 4 in your deck and 2 or 3 in play is a serious bordering deadly threat.


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RobPro
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Posted: 28 October 2007 at 6:27pm | IP Logged Quote RobPro

But... completely changing how the card's ability functions is the same thing.
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