Bonjour Thorrk, une vidéo sur la prise d'Initiative pourrait être utile ; il y a des situations évidentes, mais également beaucoup de circonstances du jeu qui peuvent laisser dans le doute.
A couple of things to take into account though: - Special procession put 1/1 flyers on the board - In magic 1/1 chump blockers can be very annoying - the action nature of SWU means that having a lot of units on the board if you want to use all those units you are almost guaranteed to lose initiative. With all that being said I agree the card has strong potential that's why I rated it it "not sure"
It seems to me like you have a very loose grasp on this set at the moment. You're not really seeing these abilities for what they actually do & you're buying into the generic take of people who dont know any better.
Could you please elaborate specifically on what you disagree with so we can have an interesting discussion and maybe I will be able to learn a thing or two.
Had so much hype for this set but all these cards are pure trash. Coordinate is a dumb and broken mechanic that gives passive value for just playing the game and exploit cards are too expensive and will get removed ez. Unless they reveal some staple cards soon for these mechanics this set will be a complete failure, other than crappy units that create a token. Hate to be so negative but when they reveal 35+ unplayable cards you start to wonder and the leaders/bases dont look fun at all.
The set is very synergy based and it's very difficult to evaluate synergies in a vacuum without testing and without seeing the entire set. So I would not be so quick is calling it trash.
Yeah...I have some thoughts on your take. First, coordinate. You're overrating it monumentally. Are we playing the same game? Have you not seen how easy it is to interact with units in this game? Even when playing aggro, it's not trivial to constantly have a board of 3 or more units, ESPECIALLY considering that the moment people see you're playing coordinate, they're gonna go the extra mile to make sure you don't simply build big boards unchecked. You also don't get "passive value for just playing the game", because coordinate units are not on rate with units without it. It's not like you're playing a Battlefield Marine that randomly gets a bonus once you have coordinate, no, you're playing for instance, an understated 2/2 for 2, that is only good while coordinate is active, which again, is objectively not as trivial as you make it sound. So there is an obvious drawback that balances the mechanic out, and that is the fact that they're above rate when you have it active, and trash when you don't. It's not like the coordinate deck is gonna be a Sabine deck where the units just randomly get +1+1 or whatever in certain points of the game. In fact it looks to be the typical, swingy and unreliable deck, where there will be some games where you draw the nuts and the opponent doesn't, and it feels like the best deck ever, but that most games people will just interact with it, and it will be beyond mediocre. The exploit mechanic seems to have two axis, one green, "big exploit" archetype, and one red, "aggro exploit" archetype. How good will they be, probably depends on how good are the enablers, like droid generation, etc, which is yet to be seem, and we'll only have the full picture once the full set is revealed. But we already have some pretty solid looking stuff for both, namely, big exploit has already two 2-drops that leave a droid when they die, the aggro one has asajj and the 2/1 for 2 that does 2 to base when it dies, among some other things here and there. So it's early to have exploit's full picture. And before you mention it, note that I'm not biased towards exploit as opposed to coordinate, the reason I'm more open to seeing where exploit goes, rather than coordinate, is that like I said, exploit is a matter of enablers, where coordinate is more of a matter of it being (imo of course) fundamentally more at odds with the structure of the game and how it's usually played. We also need to see the rest of the enablers for Coordinate, but I'm more skeptical about it than I am about exploit, for that reason. Your statement that no staples have been shown is just objectively and demonstrably false, along with some of the examples I already gave, there are others. You'd be hard pressed to find anyone that wouldn't agree that the black 3-drop that puts a droid both when it enters and when it dies, is definitely a staple for the archetype, among others examples for both mechanics. Shadows of the Galaxy was just the same, plenty of bulk, and just a few insane outliers like Poe, Wrecker, Maul, etc. It's probably gonna be a while until we see a set with as high of a powerlevel, and in that high of a quantity, as we did on Spark, next sets will probably all look like Shadows in those respects, and this is shaping up to be like that, but even then, it's too early, we only have 30% of the set so far, you're definitely getting ahead of yourself.
@@DiegoDeschain ok I am very confused I rated almost every single coordinate card very poorly, and I have said in the video that the set feels weak so far....
Jabba doesn't do anything for On Top of Things, he is somewhat confusingly only for Trick events.
@@TheSpaceNinjaPirate ah good point
The clone wars with Snoke the turn before sounds tasty. But snoke is already good by itself and doesnt need TCW to be good..
Food for thoughts
I think the best card to combo it is fallen lightsaber. That way you can kill all droids the same turn and still spend all your Ressource for tcw
yes the card definitely has potential that's why I changed my rating.
Bonjour Thorrk,
une vidéo sur la prise d'Initiative pourrait être utile ; il y a des situations évidentes, mais également beaucoup de circonstances du jeu qui peuvent laisser dans le doute.
Bonne idée j'y penserai!
The mtg player in me will always say becareful about downplaying 3 mana for 3 1/1s lmao. Everyone got spectral procession wrong back in the day😂
A couple of things to take into account though:
- Special procession put 1/1 flyers on the board
- In magic 1/1 chump blockers can be very annoying
- the action nature of SWU means that having a lot of units on the board if you want to use all those units you are almost guaranteed to lose initiative.
With all that being said I agree the card has strong potential that's why I rated it it "not sure"
It seems to me like you have a very loose grasp on this set at the moment. You're not really seeing these abilities for what they actually do & you're buying into the generic take of people who dont know any better.
Could you please elaborate specifically on what you disagree with so we can have an interesting discussion and maybe I will be able to learn a thing or two.
Had so much hype for this set but all these cards are pure trash. Coordinate is a dumb and broken mechanic that gives passive value for just playing the game and exploit cards are too expensive and will get removed ez. Unless they reveal some staple cards soon for these mechanics this set will be a complete failure, other than crappy units that create a token. Hate to be so negative but when they reveal 35+ unplayable cards you start to wonder and the leaders/bases dont look fun at all.
The set is very synergy based and it's very difficult to evaluate synergies in a vacuum without testing and without seeing the entire set. So I would not be so quick is calling it trash.
Yeah...I have some thoughts on your take.
First, coordinate. You're overrating it monumentally. Are we playing the same game? Have you not seen how easy it is to interact with units in this game? Even when playing aggro, it's not trivial to constantly have a board of 3 or more units, ESPECIALLY considering that the moment people see you're playing coordinate, they're gonna go the extra mile to make sure you don't simply build big boards unchecked. You also don't get "passive value for just playing the game", because coordinate units are not on rate with units without it. It's not like you're playing a Battlefield Marine that randomly gets a bonus once you have coordinate, no, you're playing for instance, an understated 2/2 for 2, that is only good while coordinate is active, which again, is objectively not as trivial as you make it sound. So there is an obvious drawback that balances the mechanic out, and that is the fact that they're above rate when you have it active, and trash when you don't. It's not like the coordinate deck is gonna be a Sabine deck where the units just randomly get +1+1 or whatever in certain points of the game. In fact it looks to be the typical, swingy and unreliable deck, where there will be some games where you draw the nuts and the opponent doesn't, and it feels like the best deck ever, but that most games people will just interact with it, and it will be beyond mediocre.
The exploit mechanic seems to have two axis, one green, "big exploit" archetype, and one red, "aggro exploit" archetype. How good will they be, probably depends on how good are the enablers, like droid generation, etc, which is yet to be seem, and we'll only have the full picture once the full set is revealed. But we already have some pretty solid looking stuff for both, namely, big exploit has already two 2-drops that leave a droid when they die, the aggro one has asajj and the 2/1 for 2 that does 2 to base when it dies, among some other things here and there. So it's early to have exploit's full picture. And before you mention it, note that I'm not biased towards exploit as opposed to coordinate, the reason I'm more open to seeing where exploit goes, rather than coordinate, is that like I said, exploit is a matter of enablers, where coordinate is more of a matter of it being (imo of course) fundamentally more at odds with the structure of the game and how it's usually played. We also need to see the rest of the enablers for Coordinate, but I'm more skeptical about it than I am about exploit, for that reason.
Your statement that no staples have been shown is just objectively and demonstrably false, along with some of the examples I already gave, there are others. You'd be hard pressed to find anyone that wouldn't agree that the black 3-drop that puts a droid both when it enters and when it dies, is definitely a staple for the archetype, among others examples for both mechanics.
Shadows of the Galaxy was just the same, plenty of bulk, and just a few insane outliers like Poe, Wrecker, Maul, etc. It's probably gonna be a while until we see a set with as high of a powerlevel, and in that high of a quantity, as we did on Spark, next sets will probably all look like Shadows in those respects, and this is shaping up to be like that, but even then, it's too early, we only have 30% of the set so far, you're definitely getting ahead of yourself.
@@DiegoDeschain ok I am very confused I rated almost every single coordinate card very poorly, and I have said in the video that the set feels weak so far....
@@Thorrk_THT I'm replying to mister pessimist's takes up there.
@@DiegoDeschain ah ok my bad