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I am kind of dissapointed with the ST heroes - help me like them more

60 posts · 2303 views · started 2016-02-16 19:07 UTC
PR
Praion
2016-02-16 19:07 UTC
#1

As someone who only has the App (for now) I was really excited for OX and CR but now I find not wanting to play them much. 

 

I thought I would really like OX because the theme is super cool while CR didn't appeal to me, just a blaster with some ongoings, I thought. 

 

CR I like playing more now. However, the gameplay is super repetitive. Becasue of the ammount of Cantrips and Tutors you do a lot of the same stuff every game. Get By Any Means, Get the Hat, Get the Bow or Danny Boy and then just attack until they are dead, playing extra bounties when you get them. 
Every game is very much the same. It's powerful when getting going but the gameplay is repetitive. Are you also feeling this? 

 

OX however feels different enough and there is some tricky stuff you can do but it never really feels like I am doing much. I think this is because OX does a lot of stuff at the beginning of turn. A normal hero who is fully set up does most stuff at the end of turn. There they explode. OX does a lot of stuff at the beginning but that feels more like bookkeeping then like doing something big and explosive. When you get a good plating blast (?) off that is cool at the end of turn but otherwise you are just kinda playing another card. 
Is there something I am missing there? How can I get more enjoyment out of OX? 

MA
Maynes32
2016-02-16 19:25 UTC
#2

I generally like doing completely over-the-top things with the heroes. For Chrono-Ranger, that means recurring Kill on Sight several times with Ranger's Mark and Bounty Board and drawing 9-12 cards. With Omnitron-X, that's getting as many components in play as I can and protecting them for as long as possible.

Your mileage, enjoyment-wise, may of course vary. ;)

BLM

DP
dpt
2016-02-16 19:29 UTC
#3

All of OX's components go off at the beginning of the turn. They're also fragile, and go away if you take too much damage. So it's all about planning for the future, and figure out whether you can afford to play your components. It can be great fun to set off a good Singularity or Self-Sacrifice, too.

P2
Powerhound_2000
2016-02-16 19:30 UTC
#4

With Chrono Ranger I'd mostly like to know how every game I play with my friend that he manages to chain at least three Eye on the Prize cards when he only has one in hand.  

AM
Ameena
2016-02-16 19:30 UTC
#5

Jim is among my favourite heroes :D. He's really good at focusing down single targets, and somewhat less good at most other things. He can help a little with a few other bits and pieces, such as using The Whole Gang to insta-kill a low-hp target or a Temporal Grenade to take out an environment card or something. I don't know what you mean by "cantrips and tutors" but based on the context I'm guessing you're referring to his ability to search for stuff fairly easily? I find Jim is fun to play when I want to just wreck something...him versus Plague Rat is good, you can do about twenty damage in a single turn with just your own deck and a little help from the Rat himself (get Infected ASAP and don't bother taking out the Locus >:)). I suppose it is kind of repetitive but I've not got bored with him yet...though I don't think I've ever played one hero twice in a row except for rare occasions when all the heroes get wiped within the first couple of rounds meaning I've been taken out before I had a chance to really do anything. It's good that Jim has means of dealing damage even if the bad guys have soak - it just adds an extra layer of challenge, really. Bad guy got soak? Get out the Masadah and any Bounty (the more the better, obviously) and you can at least hurt it with your Power phase (plus the bonus Power use if Ultimate Target is out and that target hits something) :).

With Omni-10, the fact he does most of his stuff at the start of his turn is kind of his thing, really. I like the fun of getting all eight components out, then having them all go off and then going "...and now it's my Play phase" and doing even more stuff :D. On more than one occasion I have used Singularity as a finishing move by blowing up everyone's equipment and dealing 20+ damage (assuming the other heroes have a few equipment cards each) :D. I think with Omni-10 once I'm set up I kind of see the Start phase as the main bit of his turn and the rest as a bunch of bonus actions that I happen to be able to do (even though with every other hero the only time they tend to get to do anything in their Start phases is when one of their ongoigns runs out or they skip their turn to take out an environment card or something). He has a bunch of nice cards - Disruptive Flechettes is nice in a high-target environment, for example, regardless of whether or not there are any hostile ongoings you want to deal with. Defensive Blast can get ridiculous if you can get a few damage buffs. Ablative Coating and an RPS against Plague Rat is fun, too - Plague Rat hits you for irreducible toxic damage, you hit him back. You get Infected and hit yourself for irreducible toxic damage, you then hit Plague Rat and heal yourself off your Innervation Rays :D. Omni-10 is also amazing at getting around any "You cannot do X" things, such as half the cards in Megalopolis, as nothing ever stops you doing stuff in your Start phase...and evne if you use said phase to skip it to get rid of an environment card that requires that you do so, you still don't get to the "skip your turn" part until you've used any components that were in play before the thing that requires you to skip your turn. So you still might be able to do a bunch of stuff if you had all of them out and then the Volcanic Eruption showed up ;).

But all that aside, what you find enjoyable is going to differ from what at least a few other people find enjoyable - it may be that neither of these heroes are the ones for you and that you will just always have more fun with certain other ones. I enjoy playing both of the Shattered Timelines heroes - as mentioned at the start of this post, Jim is one of my favourites because it is fun to just pound away at something with self-buffed damage and wreck it :D. But my other top wo heroes are the Adept and probably the Naturalist, both of whom are pretty versatile and the former is my top-top favourite just because I can do sooo muuuuch thiiiinnnngs :D. And I hardly ever deal damage with him, so it's not like I only play heroes to set up and nuke stuff (or take it out a chunk at a time, as Jim does). I think I just like versatility, to be able to still do something even when some other action is blocked.

VI
VikenXetred
2016-02-16 19:34 UTC
#6

Me and my buddy played a game last week vs Baron Blade using Legacy, Omnitron X, and Parse. While Parse did nothing in the end, Baron Blade got wrecked by OX and OX alone essentially, with a little outside help from Legacy. First turn, Legacy got Inspiring Presence out, and from then on he used his hero power each round, occasionally using cards to deal a little damage or draw. With that, Omnitron was dealing +2 damage per card. 

After BB played Backlash Field, OX got Elemental Exochassis out, reducing damage he recieved by 2, then played Reactive Plating Subroutine. This made so whenever BB dealt OX any Energy damage, OX was hitting back for 4 Energy damage, causing BB to hit back with Backlash Field for 3-2=1, and again OX would hit back for 4 lightning damage.

OX got even more powerful after playing Defensive Blast. Would discard a plating card, and deal 3 damage to each enemy for each damage type on the card. Add all that up with a couple of components to improve his play a bit more (Electro-Deployment Unit to draw more cards and Innervation ray to stay healed), and he tanked and slaughtered BB.

I realize BB is a level 1 boss, but OX was easily clocking out 20 damage a round by the end, and BB is a relatively short fight. I think we had maybe 6-8 rounds before the game ended. (thanks to OX's inate power)

 

In short, the fun part of OX is combining his ongoings and equipment together, and working with other heroes. He can keep his damage spread out fairly easily, even more so if you are lucky enough to get his 2 lasting limited cards out. I find him best played with heroes that make him stronger or against villains that have a lot of targets.

FO
Foote
2016-02-16 19:34 UTC
#7

There might be a disconnect between the physical game and the digital game.

When OX gets going and you have all those equipment cards in play on the table and playing/drawing cards, dealing irreducible damage, healing, it feels like you are building a big arsenal on your little robot. To me, seeing your massive buildup is pretty satisfying, and when all of that gets destroyed from damage the "oh shit" moment is that much bigger. Getting off really big Defensive Blasts are very satisfying as well and playing Fletches feels so good after years of being on the opposite end of those fletches from the base game.

But ultimately if you don't find the same thing satisfying im not sure anyone can talk you into liking it. I havn't played him on digital so Im not sure how the feeling changes, but I love playing OX on the table.

Chrono you just have to realize that most of the "damage only" type characters lack a ton of nuiance because they have one primary purpose. Chrono, Ra, KNYFE, Expat, they all can feel repetitive beacuse your goal with those decks is fairly limited to "do as much damage as possible" and they all have their way of doing exactly that. What I like about Chrono compared to the others in that list is his out of turn power uses and the way his damage favors multipliers and team support to really shine, which in turn highlights the cooperative component of the game. Watching his bow go from 1+1 to 5+5 and just wailing on his bounty targets has a nice thematic feel for me and it satisfies my itch for that kind of gameplay.

Thats just my experience with them.

TS
The_Burning_Stickman
2016-02-16 19:36 UTC
#8

Chrono Ranger, for me, his big blow-out turns are about Hunter and Hunted once you've got several Bounties out -- combine it with The Ultimate Target against someone like Akash'Bhuta, The Matriarch or The Operative who's going to do a lot of out-of-turn damage. I've had CR knock dozens of HP off targets in a single turn, wipe out minions with Danny Boy or just keep the villain's damage so low it's inconsequential.

You haven't seen what he can do until you've popped off Hunter and Hunted, followed by a Terrible Tech Strike and the Compounded Bow all in one round -- it's just plain devastating.

He's also, as far as I know, the only hero who can search his deck for Environment/Ongoing destruction.

Part of the issue, I think, is they're both, in a way, utility based. A lot of CR's bounties are great, but situational, while OX does a lot of plinking with no inherent way to boost his damage. He's very much a finesse character.

OX is one of my favorites to play around with because he can do everything. While it's true that you'll end up with rounds where you don't play much (I almost never use Self Sabotage or Singularity, and always seem to end up a couple copies of each in hand), his power is always useful (any set-up heavy hero loves it, Unity especially), and he can singlehandedly keep the Environment in check and smack the villain around at the same time. He's also very reliable when it comes to irreducible damage -- between the Focused Plasma Blaster and his plating cards, he can practically take out Voss single-handedly, and he's The Organization's worse nightmare, especially in a 3-hero game.

OX is really a team-player, nearly as much as AA. If you find yourself with little to do, look to Timeshift your pals, especially if you have someone who can let you peek at or stack the decks.

One fun team I had started with Scholar and then OX. Scholar soakes up all the damage, then OX heals him twice every round so he can blast stuff.

JF
jffdougan
2016-02-16 19:52 UTC
#9

I view Tronx's status as "king of the start of turn" as a perk. If you do have several components out, he can heal or deal irreducible damage or do a small AOE or draw/play cards, all before he gets going. Once you've got a spare power in play, Slip Through Time becomes a way to take almost 2 full turns.

It honestly might be as simple as shifting your mindset to Tronx being the Ronco hero. "But wait! There's more!"

MI
MigrantP
2016-02-16 20:14 UTC
#10

Psst… you talk about another hero who can do that in your post =)

TS
The_Burning_Stickman
2016-02-16 20:19 UTC
#11

Ah, right, forgot about Bee Bot.

I will add, though, that CR's search lets him put his grenades right into play, while Unity has to go through at least another step to get it out (and then has to have a way to destroy the 'bot, while CR can do it immediately).

RA
Rabit
2016-02-16 20:29 UTC
#12

Another thought: Maybe these characters aren't in your play style.  :slightly_smiling_face:

Every hero has a different style. Sometimes the hero just isn't what a person wants to play. The easiest examples are Argent Adept and Absolute Zero, where a lot of folks just don't want to deal with that level of complexity. I think those two are absolutely fabulous, but that's just me. A more contentious hero is Mr. Fixer. Some folks just feel like he doesn't do anything, whereas other folks understand and appreciate his zen-like style. 

Just another data point to take into consideration… :wink:

RF
riff.freelance
2016-02-16 20:43 UTC
#13
It's a perspective thing I think. 
 
Omni X is a high setup character IMHO. If you get him set up it feels very satisfying. It is also very nice to support your team or be supported by them. That's kinda unique to Omni X. You can be the buffed damage dealer, or give card plays to make someone else that guy. You can tank, you can heal. Omni is almost a Swiss Army knife.  That's my two cents on our robot pal. Oh special note: Omni X and Unity work real well together, between that and the ARG I have started to almost ship them. 
 
 
 
Chrono Ranger is a damage dealer. They are a bit more linear in gameplay. If this isn't your playstyle that might be a reason you don't like him. For me it's getting going and doing 7+ damage every turn (easy enough with some work) and enjoying it. Sweeping minions and still plinking the boss is nice. Taking big chunks out of a target is fun. Last night I had fun playing Sudden Contract to play the kill me and draw bounty then killing said target only to follow up with Bounty Board giving me back the bounty card. It's coming up with clever interactions between the tutor cards and the steady stream of damage that make CR fun. 
 
Hope my opinions help. Cheers!!!
PH
phantaskippy
2016-02-17 03:09 UTC
#14

Start of turn is your turn as OX.

That's what you are building up, that's where the value is.

Once you get your components going you slow down and Timeshift other decks, you want to save your resets for component wipes and make the team awesome with your power.  Don't sweat drawing a lot with your start of turn stuff if your components are rolling, you are doing awesome, and at that point you focus on your allies decks and save up advancement's and Reset's for when you have to rebuild.

 

People love Chrono because you get really great build up with him.

I'm not a big fan myself.

PR
Praion
2016-02-17 09:17 UTC
#15

I think I have been using Reset wrong a lot. Using it to just cycle and draw a card is not really worth much. It hsould be used to get a chance to draw all my played components again. It seems minor but reset should be used with a purpose I suppose. Must try this next time I play. 

MT
Medic-Tank
2016-02-17 09:45 UTC
#16

If i have multiple resetes ill use em to put technological advancements back in the deck. Better odds of the component i want and extra card draw.

RA
Rabit
2016-02-17 11:55 UTC
#17

I'll generally use it just to get a (potentially) more useful card in my hand. I appreciate when it's useful to get my trash back into my deck, but if I don't have an obvious play at that point it's useful to get a different option.

CM
cmschex
2016-02-17 12:13 UTC
#18

 

It's perfectly fine to cycle Reset, especially if you don't have great options in your hand.  The time I hold it are when I have a decent number of components (3 or more) and either no plating/the wrong plating/facingtargets who do a bunch of different types of damage

WA
waedens
2016-02-17 14:16 UTC
#19

I maybe it's just me, but I like OX because he allows me to get other players doing stuff outside their turn. The game always seems most fun to me when everyone is participating at the same time. I guess that's why I favor characters like GrandaPa Legacy and Argent Adept (especially Kothe).

DO
Donner
2016-02-17 15:12 UTC
#20

Reset also works well with Electro-Deployment Unit because it gives you a draw and a play during the start of your turn, instead of either-or.

CH
Chrono
2016-02-17 15:35 UTC
#21

I had always assumed that these two characters were designed with cooperative play in mind, which you may miss out on a little in a solo electronic game. Chrono Ranger combos very well with damage boosters like Legacy and Ra and tends to take charge of attack plans with his bounty cards. He goes through cards fast, but he can also get help from other players on that.

Omnitron X works well with people that need cards to get going, such as Unity and Nightmist, and has plenty of cards to overcome frustrating hinderances like villain ongoing cards, horrible environment cards, and damage reduction.

I am sure that playstyle has a lot to do with it, but some of it may also be the solo play. These two heroes are build to want to work with other heroes (Chrono ranger in the lead, and Omnitron-X in support). Sort of an ENTJ/INFP combo if you are into Myers Briggs.

RA
Rabit
2016-02-17 16:15 UTC
#22

Agree they do help promote interaction between the heroes, Chrono. Just Doin' My Job is one of my favorite examples of making the team work together in interesting ways. I don't know that it was a conscious decision, though.

IR
Ironic
2016-02-17 17:03 UTC
#23

I more see that as just GTG's evolving design sensibilities - Guise, Setback, and the Scholar all also interact a bunch with your teammates in ways the early characters seldom did, and later characters in general have a lot more tanking-style effects and damage boosts than in the base game + Rook City, where it was basically just Legacy for either of those niches.

 

Sell someone on the ST heroes?  Well, I think Ranger's a lot of fun, but if he's not your cuppa, there's a zillion other moderate buildup damage characters - Ra, Bunker, ExPat, Fixer, The Sentinels, K.Y.F.E... there's probably someone with a similar mechanical role to fit your playstyle, so I wouldn't get too hung up on any given one of them.  Omni-X, however, is much rarer - a really versatile support character in the vein of The Argent Adept and roughly nobody else - a lot more resilient agaist stuff destruction than the Adept.  As you say, he's busy at the start of a turn instead of the end, but that business can amount to whole extra turns with the Electro-Deployment Unity, so maybe think of that as the "turn," and the entire Play/Power/Draw as being the "end of turn" business?

AR
arenson9
2016-02-17 17:08 UTC
#24

THIS, but also I tend to want to enjoy the whole game, not just what my hero is doing, so it can actually be a relief to have a fairly simply hero so that I can more easily think about what's going on with every deck and how we can work together to defuse whatever the environment and villain might throw at us.

 

Plus Chrono-Ranger gets to make a bunch of attacks. I'm always trying to get Jim's Hat in play. Then I get two card plays, and sometimes they lead to other card plays but they usually lead to multiple attacks.

AR
arenson9
2016-02-17 17:10 UTC
#25

And for O-X I _love_ those Electro-Deployment Units. I get to do more stuff! I get to put more stuff in play! Sometimes there are interesting choices about whether to play or to draw.

 

I dunno. I find any of the heroes starts to get tiresome if I play them over and over. There are lots of heroes to choose from these days, though.

BS
bshugg
2016-02-17 18:52 UTC
#26

OX has most of his power front loaded into his base power.   It generates a draw and play for any hero which is absolutely huge in strength.  Literally everything else he does is just a bonus in my book. Use it with heroes that are gated in their strength by getting powerful cards but are limited to one play a turn like tempest and legacy and he adds a lot of stength.  

Chrono is just a poor design.  You are pretty accurate in not liking him.  Just about everything he does is done better by another hero who often can do more on top.  He struggles against villains with damage reduction or repeatable ongoing and equip destruction.  

TS
The_Burning_Stickman
2016-02-17 19:48 UTC
#27

Have to disagree with you on CR -- with the Masada, he's great against DR (even before getting Hunter and Hunted out, it can rival or surpass the kind of irreducible damage that Mr. Fixer can do unaided), The Ultimate Target means against some villains he is doing damage constantly (or at least until the dart thrower nerfs the villain's damage down to nothing -- and keep in mind that, like Stun Bolt, the dart thrower's DR applies even if no damage was done) and while he is vulnerable to Equipment destruction, I almost prefer to have his Bounties trashed, since he has a lot of ways to get them back into play or in hand. Plus Displaced Armory can search your trash as well as your deck -- keep one handy and you'll get his hat back right quick.

And he's one of the characters who can keep out his big boost with relatively little risk, since it doesn't come with self-damage like Pushing the Limits or Solar Flare. I've had him win games nearly single-handedly just for having Hunter and Hunted out for more than one turn.

IR
Ironic
2016-02-17 19:53 UTC
#28

I've seen him both solo games and spend the whole time doing almost nothing.  Not unlike Unity and the Argent Adept, he's inconsistent, but powerful when he works.

As with those two, this tends to make for heavily polarized opinions on his value, based on which side of the coin people have experienced first/more.

MT
Medic-Tank
2016-02-17 20:08 UTC
#29

There are also some interactions with OX power wich are not apparent at face value Timeshift being put in play instead of play a card is a workaround for heroes that are in situattion where they cant play cards. It thus has good synergy with Unity to get bots out at low cost but it also allows to jumpstart a bunker turret mode strat. Bunker can then go in turret mode on the third turn relying on OX to get his cool stuff in play. Putting an ammo drop in play when somebody is not supposed to be able to draw or play cards is very satisfying.

JF
jffdougan
2016-02-17 20:39 UTC
#30

Also, Timeshifting an Underboss into the trash to make the Chairman flip, or Timeshifting a relic from Gloomweaver's deck into the trash for a win can be pretty awesome events.

CH
Chrono
2016-02-17 21:04 UTC
#31

I suppose I do struggle sometimes. I'm not proud of it, but it happens.

PR
Praion
2016-02-17 22:09 UTC
#32

 

This is not about power level though. Power level wise I am totally fine with CR, the repetitive gameplay just is kind of disapointing after a while. It can be fun but not Argent Adept giving you +2 plays each round (and other stuff too). 

AB
Agent_Bon
2016-02-17 22:12 UTC
#33

Don't underestimate Chrono's other weapons, and don't overvalue the hat either.  If you're fighting an enemy with damage reduction, such as Apostate, The Masadah can do a lot for you.  Neuro-Toxin Dart Thrower is good for enemies where you get a lot of milage from reducting their damage output, such as Iron Legacy or Spite.  If you don't have a lot of spare cards then the hat just isn't essential, and I never use Displaced Amory to get it.

OX can be played not only as a character that builds up, but also as support.  If you're fighting an enemy that is likely to blow up his gear, you probably want to play him more in the support style.  Some heroes also benefit a lot from his support style.  His inherent power lets you play cards, or throw away cards, from any deck.  You can have Tempest put a card in play back on the opponent's deck, then have OX discard it, for example.  Unity benefits a lot from the extra plays since you don't have to lose cards to get the golems in play.  You can make other heroes that require setup get a jump-start the first few turns.  It is a very versatile power.

BL
BlueHairedMeerkat
2016-02-18 15:02 UTC
#34

It's okay Chrono, we love you anyway.

hugs

AM
Ameena
2016-02-18 15:27 UTC
#35

To be fair, most heroes have situations in which they have difficulty or keep losing their stuff or generally are pretty rubbish. Sometimes it's not even down to the villain or environment - Unity when she's got only equipment or only bots tends to just kind of sit around not doing very much, probably taking a turn or two to just draw two cards until she can actually get stuff out and do something useful. But if she does get set up, she wrecks stuff.

With Jim, his thing is focusing down a single, high hp target and pounding away at it with his self-buffed plinky damage that he can usually get set up for fairly quickly with his search cards if he doesn't manage to just draw them naturally anyway (and can also get a fair bit of extra draw too). His other equipment has uses, such as the Grenades for taking down annoying environment cards, or the Dart-Thrower to nerf damage or something. It's just that the main thing he does is totally demolish anything he decides to start focusing his fire on. He probably does more than Ra, I think, since Ra doesn't really do much except burn stuff in a variety of different ways and occasionally provide protection from Fire damage if people suddenly need it. Jim at least has a bunch of different weapons with side-effects that can provide some vague element of non-damaging stuff ;).

Omni-10 I see as a versatile support character who can also deal moderate damage and can actually be a pretty decent tank if there's only one damage type coming out (or if there are multiple types, if they're all of types that can be covered by the same plating ;)) if it's not in high enough quantities to do more than five damage to him a turn and break his components ;). And then he can heal people back up anyway, with the Innervation Rays :).

PH
phantaskippy
2016-02-18 17:22 UTC
#36

Chrono's help when he struggles is from his allies.

Cards like Kill on Sight, The Whole Gang and By any Means are team based, and can keep help him when he is struggling to do damage.

Just doin' my Job is similar.

When he is at his best he carries the team, when he is down they carry him.

 

He's not at all my style of hero, but he is really good, and his tutoring extravaganza is good for players who like that.

WA
waedens
2016-02-18 17:38 UTC
#37

It's funny, but I always go for the hat first and I always go for kill on sight as the first bounty . He can really get rolling with the extra card play and card draw. Especially when each play usually has a projectile damage associated with it. I really feel like I am unloading a six shooter. You start adding damage buffs and it gets crazy. Then you throw in crowd control with Danny boy and irreducible damage with Masada and he has a lot of damage dealing tools. 

TR
Trajector
2016-02-18 18:42 UTC
#38

I think Chrono-Ranger is all about pulling the right bounty for the job at hand. The Ultimate Target can really shut down villains who do damage on hero turns - Matriarch, Spite, etc. The Whole Gang is terrific for penetrating damage reductions (certain Apostate relics come to mind). No Executions disrupts villains who rely on their trash (say, the Chairman or Citizen Hammer). You can always go for damage buffs and the Compounded Bow to pour out hits, but he really contributes to the team when a bounty does exactly what all the players need.

I’m not sure if his Best if Times promo is available in the app, but that really makes his bounties more interesting. I tend to focus bounties on the main villain, but with the Best of Times variant, I spread them around more - so I can use my power to focus them all on a single target, as well.

FO
Foote
2016-02-18 19:42 UTC
#39

Yeah for players who like that sort of thing it's probably gonna be their only option. Our playtesting core is gets prickly whenever a new deck shows up with tutors in their initial drafts

CH
Chaosmancer
2016-02-18 19:47 UTC
#40

Another thing with O-X is the Bio-egineering beam. First two times I played him that was one of my first cards out and  remeber just ignoring the environment, since I could destroy a card and deal damage, consistently every turn.

 

I don't think anyone outside AA can destroy environments so reliably, and his song doesn't do damage.

TR
Trajector
2016-02-18 20:16 UTC
#41

What does “tutor” mean in this context?

SI
Silverleaf
2016-02-18 20:20 UTC
#42

It's a MtG term for a card that searches your deck for another card.

FO
Foote
2016-02-18 20:27 UTC
#43

For full reference:

http://www.coolstuffinc.com/p/Magic%3A+The+Gathering/Demonic+Tutor?gclid=CKHxupiSgssCFQovHwodklAFAg

The term directly comes from the very old card Demonic Tutor. It is still outright banned or heavily restricted in the majority of play formats to this day. 

TR
Trajector
2016-02-18 20:45 UTC
#44

Geez. That card really reinforces my pay-to-win opinion of Magic… I can see why it would be widely banned.

All deck-searching in Sentinels, at least, is limited to specific cards or types.

AL
Arcanist_Lupus
2016-02-18 21:06 UTC
#45

[quote="Trajector"]

Geez. That card really reinforces my pay-to-win opinion of Magic... I can see why it would be widely banned.

All deck-searching in Sentinels, at least, is limited to specific cards or types.

[/quote] Modern tutoring in Magic mostly restricts itself the same way.

Also, the nice thing about Magic is that there are multiple different formats.  And while many of them could be considered pay to win, there are some which are limited to a randomized card set so that everyone has an equal chance (well, until you open the packs and discover that your neighbor just got the most powerful card in the set.  But it's random, at least).

 

 

Back on topic, O-X and AA are joined by Parse, who has repeatable evironment destruction in Segmentation Fault.  Of course, she requires you to discard a card, but that's not always a downside with her.

 

Those are the only three so far with power based environment destruction, although Visionary has pwer based environment mitigation, the Wraith has ongoing environment mitigation, the Naturalist has ongoing environment target mitigation, and SkyScraper has recurrable environment target mitigation.

FO
Foote
2016-02-18 21:10 UTC
#46

Oh yeah. Outside of the obvious power nine, Demonic Tutor is considered one of the strongest cards ever made. There are some universal mechanics inherent in deck based games that are always very strong, and straight up deck searches or "tutors" are one of them. Resource Ramping (like what Black Lotus and the Mox gems do), Cycling (which generally refers to an increased rate of card draw), and Milling (decreasing the opponents deck count and options/outs popularized by the card MillStone) are some of the others.

CM
cmschex
2016-02-18 21:17 UTC
#47

 

Ha, I still have 2 Revised Demonic Tutors that were in my evil Black discard deck.  I stopped playing right after Ice Age, so about 20 years ago for referece, but the cards are great backs for playtesting.  Black was ugly with denial effects, between Hypno Specter, Hymn to Tourach, Terror, etc.  

SI
Silverleaf
2016-02-18 22:00 UTC
#48

Friend of mine back in the day built one of those horrible decks that make you win before your opponent can even play a single card, and decided it would be fun to play it against me.

I think I'd bought my first starter deck about 3 weeks before that.

Well, one of us had fun… :frowning:

BS
Belle_Sorciere
2016-02-18 22:00 UTC
#49

I loved Black/Blue denial decks. 

BO
bobbertoriley
2016-02-18 22:05 UTC
#50

I think Silverleaf's referring to Flash Hulk, which has the possibility of winning on Turn 0 (before your opponent even draws).

http://tappedout.net/mtg-decks/protean-hulk-turn-1-win/

Even if she's not...man, eff that deck.

 

PH
phantaskippy
2016-02-18 22:13 UTC
#51

Our college had banned Magic after two guys had beaten each other rather severely over a Magic game.  Wo we played early Yu-gi-oh, and that was crazy fun, there was a lot of room for bizarre decks back then, and I ran some in tournaments that people were baffled by, and it wasn't until they were close to losing that they realized what my deck was even doing.

That was fun.

SI
Silverleaf
2016-02-18 22:14 UTC
#52

It was a long time ago and I don't remember well, but it was something like that. And he didn't quite get a first-turn win on me, but it was over before I had chance to do anything. I thought it was a bit of a dick move against a brand-new player.

BS
Belle_Sorciere
2016-02-18 22:20 UTC
#53

Early wins are unsatisfying, and a terrible way to play against a new player. 

RO
Ronway
2016-02-18 22:22 UTC
#54

I can proudly say I have never lost a game of Magic. I can also say I have never used stupid;y powerful tactics in any game have played in it.

FO
Foote
2016-02-18 22:26 UTC
#55

Hulk is rather new(ish) compared to the Turn 1 decks that were made during the early days of Magic in the late 90s with the power 9. It's hard to find deck lists of those old ones though since they just are not relevant for anything.

SI
Silverleaf
2016-02-18 22:32 UTC
#56

This will have been about 1998, yeah.

BO
bobbertoriley
2016-02-18 22:37 UTC
#57

Fair enough. I’m fairly new to magic myself and know next to nothing about the real early stuff. Flash Hulk is the first thing that sprang to mind when I saw “Turn 1 victory”.

I was never any good at TCGs, since I always wanted to play favorite cards and never dabbled with the metas. Still love my dragons (yugioh) and Golgari creature sac decks, though.

TY
tyleradiaz
2016-02-19 00:07 UTC
#58

My immediate thought was artifact affinity. Had a “friend” who tried that on me. Deck ran on cards you could play for free but did effectively nothing, and then really strong, expensive cards that cost 1 less for every artifact he had on board…ow.

AL
Arcanist_Lupus
2016-02-19 02:30 UTC
#59

My favorite combo will always be the zero-turn win in Lorwyn/Time Spiral standard.  Yes, there was a zero turn win made using only recent (well, recent at the time) cards.  Of course, it required that pretty much your entire starting hand be exactly what you need, so the probability of pulling it off was something around 0.0000002%, and the deck that would be needed would be pretty terrible otherwise (which is why it never saw play), but it was possible!

 

(For MtG players who want to know how the combo worked:  remove 4 Simian Spirit Guides from you hand for 4 mana.  Manamorphose two of that mana to blue, then play a [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130638]Pact[/url], but counter that Pact with Spellshift.  Spellshift reveals cards from the top of your library.  The next instant or sorcery is Dragonstorm, which then allows you to search for four Bogardian Hellkites, which enter play and deal 5 damage each to your opponent.  Boom.)

FO
Foote
2016-02-19 03:15 UTC
#60

Yeah that deck was mostly a turn 2 win on average though 1s were totally possible. I remember that block because they were forced to ban/restrict a bunch of additional cards specifically because of that deck