sac89837 wrote: ↑
October 15th, 2020, 11:39 am
The_Emp wrote: ↑
October 14th, 2020, 10:29 pm
How many people are actually playing: Hidden Base, DBO, City In the Clouds, Agents in the Court, Imperial Occupation, DS & LS Combat, My Kind of Scum, MBO, Rebel Strike Team, Rescue the Princess, Twin Suns?
I can answer some of these:
City in the Clouds/Twin Suns - These are demo decks that are meant to teach the game and play against each other. They were specifically designed to be simple to play and will never be competitive.
Imperial Occupation - Operatives were killed by rule by Decipher. Someday we might bring back Walkers, but not Operatives.
Combat - This deck has seen a ton of play post reset. We just blanked the effect counters and their is a new Qui-Gonn and Dooku. The deck will always suffer from the worst starting ratio and bad match ups against decks that don't play Jedi. But that's how it was designed by Decipher.
DBO - We actually tried to bring this one back, but any attempt to bring back DBO has to prevent the deck from playing Menance Fades and will require a ton of helpers. If we virtualize it and make it a squadron deck, how is it going to be different than EBO, YOBS and Hidden Base? Maybe someday we will take it on again.
Hidden Base - Two of the first cards I made were Anoat(V) and ANSB(V) so Hidden Base would be playable. It's won plenty of tournaments and every time we create LS space cards they can go in this deck. I don't think it really needs any more deck specific helpers any more.
RTP - This ones a tough one as I want to make a TK-421 and TK-422 and it's such a good theme. Problem is the 7 side is NPE and so just accelerating the deck is not a way we can go. Again with DBO if we virtualize it, then we have to make sure the helpers don't make NON-V RTP too powerful.
RST - Some of our first V-Sets had RST helpers and I have seen it around. Wicket with Sabine and Stun Blaster is brutal. Imperial Decree(V) being everywhere due to No Idea hurt the deck. We might see a resurgence now as Decree(V) isn't needed for No Idea.
AiTiC - This deck is really good with General Jar Jar as your rep. Gungan Energy Shield is a really good card. Plus set 13 has even more alien helpers to make turning on Ancient Watering Hole, plus a reacting Chewie. I bet we see some in competitive play.
MKOS - This decks problem is it's the third best scum option behind Court and CCT. Maybe someday we can make better MKOS specific cards.
MBO - What's really hurting this is Great Shot, Kid!. Again like RTP if we made it easier and faster to blow up the Death Star, it gets out of hand. We have thrown abound starting over with this deck, but it's going to take a lot of playtesting.
Hey this is a pretty good summary. So these are examples of decks too that with some additional minor buffs could elevate more to a competitive level, and if we aren't seeing it played in OCS games and at tournaments very often that tells us they need a bump. For alot of these I haven't seen much help at all, but for many other decks we've seen a bunch of help for.
This list is mostly WHY these decks aren't good and don't see play, but isn't that D&D's role is to balance them so they don't continue to be bad and not played?
For the demo decks we could slightly tweak them so they could be relevant and played but keep there same feel.
Twin Suns - Even a small tweak to be able to start Maul's Landing site, or on the Flip side to allow the peek to not have to reshuffle would warrant it enough to maybe be viable.
City in the Clouds - Perhaps some activation help would be good enough. An ability to pull a 2/0 by paying 1 or something like that would be just enough.
Imperial Occupation - We could certainly adjust this so it's playable again, just like how we can add something to the objective so it doesn't get hurt as bad by the shields. Adding a +1 icon for 2/1s, or changing it so the Opponent's don't have such a great deploy discount, would probably make it competitive enough again rather than being in the grave. I haven'
DS & LS Combat - As mentioned in my above post a destiny draw to kill off a player rather than just targeting a spy, or some activation help. Just that minor change could make it much more competitive.
RTP - Give it some activation help and maybe a bacta tank. Or virutalize it and dull down the flip side.
But even if we leave the original objective and help it out, it is still so far down the ladder that a little bit of help can go a long way. I don't think the flip side is NPE, powerful yes but it gives up alot for that power so at least there is a trade off. We should at least improve it slightly to test it, given this objective is probably more sensitive to change because of it's good flip side.
RST - This is a good deck example where D&D has done a good job at adding helpers to it. We haven't seen anything for quite a while, and I would have figured we would have seen some kind of help in the last many vsets but we have not."We might see a resurgence", but it still hasn't been played much yet in what, 5+ years? Don't we think we could do something to help it out a bit? Make an effect that encourages ewoks when paired together to add cumulatively to attrition or battle destiny or something. There's lots of things we could do of course.
AITC - I don't know the new Vset cards well enough to know if they will bump this up enough, but playtesting I'm sure has communicated it so you guys would know best as a rough estimate where it would stand. But it's been down for so long that some kind of help was needed so I'm happy to see D&D has done that in vset 13.
Now the power 7 forfeit 6 deploy for only 2, as a react
! Chewbacca is a whole other thread.
MKOS - The problem I see with it is that it has to control 2 battlegrounds, and the wonky non Tatooine battleground text to flip. If we override that with an effect that eliminates those needs then I think this objective is viable again.
MBO - What if we just reduced down the damage from blowing up the death star?
In general I think some of the maybe one days are concerning as D&D is the only one with full control over this stuff. I'd like to see D&D expand in the number of volunteers so we can see more cards come out more often and not put so much of a burden on 5 or 6 players.