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Thread: Errata / Changes once all 2nd Summoners are released

  1. #511
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    Apr 2017
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    Denver, CO
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    Quote Originally Posted by KBurg7 View Post
    We do something similar, and I agree it makes Ret a lot more fun and more thematic and strategic. I've always found that his events make him one of the most brainless summoners to use... build every common you draw, unless you absolutely have to summon one, summon champs only, Magic Drain with ease because of all the different ways to set it up, Legions of the Dead Warlocks and what should be the most interesting thematic summoner, is boring and a NPE.

    Here is the current change to Ret that we play with.

    Ret Talus: Objective - More thematic and fun. Make Zombies, Reavers and Reapers usable. Make Ret a little weaker for balance.
    Replace 3 Events (2 MD and 1 Dark Sacrifice)
    Unit Change: Zombie Warrior - Infect Ability can draw from any Discard or your hand. You may choose a Reaver from any of these locations instead of another Zombie Warrior.
    New Event: Graveyard (x1) - Place this card on top of any Wall Card you control. When summoning a Zombie Warrior, Reaver or Reaper you may place it on any empty space within 2 spaces of this wall and reduce that Unit's summoning cost by 1. Add 1 to the Attack Value of all Zombie Warriors, Reavers and Reapers within 2 spaces of this wall.
    New Event: Rise (x2) - Add 1 to the Attack Value of every Zombie Warrior, Reaver or Reaper you control until the end of this turn. Until the end of this turn all Fallen Kingdom Units you control gain the Infect ability.
    Yikes! That isn't a little OP? At least that seems like a lot of +1ing. What are your thoughts for GD being substantially more effective against the graveyard wall? The grave yard is no longer considered a wall?

  2. #512
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    Oct 2013
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    Fairfax, VA
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    Quote Originally Posted by Ithamar Conkey View Post
    Yikes! That isn't a little OP? At least that seems like a lot of +1ing. What are your thoughts for GD being substantially more effective against the graveyard wall? The grave yard is no longer considered a wall?
    Try our simplified version too. It makes Ret's deck a lot of fun. Since it can be placed on a enemy wall, the opponent feels like hordes of weak undead are pouring into their summoner's space. Meanwhile the Ret player is building magic like crazy and summoning champs to support the assault. It forces Ret's opponent to either play defensively getting as much magic as possible but at a cost of wounds and potentially getting overwhelmed or go on offense vs Ret to distract some of the horde and maybe steal a victory. Fun, tense matches. The upside is it only helps with the weaker, underused FK commons giving them more purpose thus making Ret a master of the horde. Each has its value too. Zombies to increase the horde, Reavers for persistence and Skeletons for better attack opportunities since often they won't move when summoned. Positioning is key too as you crowd those walls to limit Ret's options. Other times when he's summoned one and you kill it, a new one comes back the next turn in its place. It's like a zombie horror movie.

    One match vs Scraven was very fun. Scraven's ability to put commons next to him after attacking helped him try to kill and block that space next to a wall, but then the horde would be coming from another side. That was a tight match Scraven won by running on offense around the other side of the board using his ability to protect his flank. Both he and Ret were dropping commons in the way to stay alive.
    Last edited by Nburghardt; 07-12-2017 at 01:52 PM.

  3. #513
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    Oct 2014
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    Quote Originally Posted by Ithamar Conkey View Post
    Yikes! That isn't a little OP? At least that seems like a lot of +1ing. What are your thoughts for GD being substantially more effective against the graveyard wall? The grave yard is no longer considered a wall?
    Magic Drain is OP. Ret with this event set is definitely a little weaker overall, but a lot more fun. You can build a lot of different commons with this Ret event set and still have a powerful deck. There is still room to include Warlocks for the classic Legions of the Dead play, but it is also cool to actually summon ZW and Reavers and have them be useful. Just like NBurghardt simpler version, this makes playing against Ret almost like a horror movie. He is still really powerful in the games we have played with these events, but it is more like a fun video game challenge.

    This event set also makes Dark Sacrifice better, thematic and more to the event I believe it was intended to be. Regular Ret, Dark Sacrifice just feels like a stupid loophole in an old school sports video game when you find that spot on the soccer field that whenever you shoot from you definitely score. What I mean by that is, Dark Sacrifice is used far to often to just pull off Magic Drain, and not even heal your Champ. Then once you MD, you use a Forced Summon. To many ways to Magic Drain in regular Ret.

    Graveyard is still a wall, so BTW still works on it. However we have been making changes to Oldin's Events too, taking out MD and Reinforcements, to make him weaker, more fun and more thematic; so I don't see Guild Dwarfs as more of a problem against our custom Ret.

    Aargau and I have played with this Ret event set quite a few times and we both like it a lot better. We both agree he is still strong, but weaker than before. Wiping out all CUE events from the game is very interesting, and really changes the way you approach playing as and against those summoners.

    You should try this version out, as well as Nburghardt's version. Both are going to be better than regular Ret. We just make MD into the "Rise" event, and then use a Mad Sirian event to replace a Dark Sacrifice for "Graveyard".

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