FORESTRY | 2014-04-14 03:41:06 |
Chapter IV: Earth
*****FAST***** (3)
E6: its direct damage, what did you expect?
E7: yes, it can be used defensively, but i consider that bad and inneficient use... its proper use is overwhelming the opponent and not being easy to clean out from the board.
Troll: it shortens the game for both players. Shortens for the opponent because 6 attack. Shortens the game for user, because, well, goodbye healing.
*****CONTEXTUAL***** (4)
E2: it does healing, but does it really prolong the game?... for one, it doesnt generate presence (which has consequences, like getting overrun horizontally) and its a one time ability (it doesnt automatically generate anything over a lapse of turns)... one thing is certain - it prolongs the life of a creature... but does it prolong the game? healing at the cost of losing presence doesnt necesarily prolong the game, but simply postergate the inevitable.... the overall effect it has depends on what is happening in the board, it can maintain a fast tempo by keeping Cloud alive, or it can prolong the game if the opponent does not flank you in a manner of 8+ damage... purely contextual and relational to board interaction.
ForestSprite: im sure all you d#cks that didnt read the definitions will say "ohhh but its so slow Forestry, are you stupid? why contextual? is nao fast, hurr durr"... but you see, its attack is not only spread but its also direct damage which shortens the game for the opponent (yes, its very small damage, but IT IS)... but also, it has a ton of HPs which can stall any creature for at least 3 turns (not GB), which prolongs the game for the user... a distant cousin to A5 one could say.
E9: you get overwhelmed by mid tier creatures, you kill them with StoneRain, then opponent kills you with the 2nd wave of creatures (or direct damage) because now you dont have any healing.
Gydra: a second cousin of both E3 and A5... shortens the opponents game cause direct damage... but for the user? it depends, really, because on one hand, it can block a slot like forever, but you lose all healing, so it can really shorten the users lifespan if theres direct damage incoming.
*****SLOW***** (5)
ElvenHelar: 2 attack, it heals... sure, its board presence value is strong, but its at such a small scale that it has to be considered slow because its meager 2 attack and its healing role, which in general makes for a stalling role to transition to a certain agressive timing.
E4: the great thing about E4 is its burst quality, in which, given enough stockpile of Earth, a single turn can give you 20 life, this particular burst quality is what differentiates it from E2, in which you dont need to lose a griefing ammount of turns to heal (while losing presence)... it can extremely lenghten rush distances, making it impossible for the opponent to kill quickly - a precocious A6 countered by a well charged E4 can spell disaster for any rush.
ElfHermit: 1 attack, and 2 mana generation... the threat that E5 poses is that of mana efficiency and generation, of what might come in 4 turns if it isnt killed quickly.
EarthElemental: no upon arrival effect, just pure brutal presence that becomes a huge threat after some 5 turns from arrival.
MasterHealer: not only does it take forever to summon, its effect is gradual over a series of turns.
*****SUMMARY*****
It parallels the speed distribution of Water in which its more slanted towards long term strategies.
Wavelength | 2014-04-14 15:36:19 |
I agree with pretty much everything you listed here (what I don't agree with, though, is making the names unlinked to bother newbies!).
The "spread effect" on cards like E3 and E12 can actually represent high speed; the direct damage isn't even necessary to push it that far (see Ornithopter). Yes, it causes creatures to come off the board without directly lowering players' life totals... but it also potentially creates a higher creature imbalance for you very quickly, meaning big chunks of life may be taken soon. In addition, in the sense of "are you playing for right now or for the long term", creatures like E3 are often used to get that extra 1-2 damage in on an opponent's early high-value creature if better options like Wall of Fire are unavailable. So I like your "Ambiguous" classification for her, but based on what you wrote, I feel it might be even faster than you realize.
FORESTRY | 2014-04-15 00:05:54 |
I agree with pretty much everything you listed here (what I don't agree with, though, is making the names unlinked to bother newbies!).
The "spread effect" on cards like E3 and E12 can actually represent high speed; the direct damage isn't even necessary to push it that far (see Ornithopter). Yes, it causes creatures to come off the board without directly lowering players' life totals... but it also potentially creates a higher creature imbalance for you very quickly, meaning big chunks of life may be taken soon. In addition, in the sense of "are you playing for right now or for the long term", creatures like E3 are often used to get that extra 1-2 damage in on an opponent's early high-value creature if better options like Wall of Fire are unavailable. So I like your "Ambiguous" classification for her, but based on what you wrote, I feel it might be even faster than you realize. Another distant cousin in the family would be WallOfReflection... prolong the game for user because it can be used as a blocker - shortens the game for opponent, cause, well, direct damage. Another reason why E3 is hybrid is because it has Hydra syndrome... if the only threat the opponent is creating is from presence, then it prolongs the game for the user... but if the opponents threat is DD?... its hard to say, because if you have E3, it intrinsically says you dont have E2 nor E4 anyhow, but what will happen is revealing this information to the opponent... Just crazy rambling, but we agree.
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