Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
We need deck archetypes cattering to various types of players.
This IS a modern game and it has this feature, much like Magic The Gathering, the OG of all CCGs, still has it. If they removed this mechanic because it is deemed unfun then they would also need to remove resistance, unit stealing and kredit slot destruction. Next in line would be pin, bounce, suicide destruction cards and mana ramp. Once we got there "mindless aggro" and "stupid control" would have to go. Because all of that has been deemed unfun. But if we do that, there would be no game anymore.
There are abbout a dozen discard cards in Kards and half of them suck. You need to build a dedicated deck which needs to be german. It its complicated to build and play and doesn't fare well against many common decks. It needs to gain tempo and hold it. Card draw negates it. Fast aggro bypasses it. Cards like Supply Chain and M1A4 are direct counters. Any card generating effect negates it.
Yes, when it works it is frustrating for the losing player. But that's also true when you lose to japanese suiciders or a Blitzkrieg'ed weenie army or when your board gets Leopolded the turn before you win or when your stuff gets pinned and you get Commonwealthed or when you die to two Manhattan Projects or, or, or. Guess what - LOSING is frustrating ;) And since all of us will lose about 50% of our games we need to get grow some skin.
And, although you certainly don't want to hear it: Discard decks prey on bad deck design. Well rounded decks don't lose often to discard. When you do, then this is a sign that your deck is too slow, lacks threats and/or doesn't have card draw or other means to stabilize.
Finally, as always: The best way to learn all of this is to play it yourself. You'll experience the limitations of discard decks first hand and more importantly: You'll see how other people deal with it. Try it, it is not as easy as it looks.
For the record: I am tired of this topic and only replied in length again because it's christmas. Next time it's someone else's turn :)
Very interesting but maybe do your own thread since this has nothing to do with this one ?
nope
nope
There is a huge difference between playing a card (unit or not) and so benefitting from its effects and having a card removed so losing it without having any benefits. having a card discarded is also different from having a card countered by a countermeasure because you can play around the latter but not the former.
examples :
- unit with removal effect or any deployment or passive effect really, if it's discarded you lose the main point of the unit
- unit belonging to a combo : if it is discarded you lose your whole combo
- blitz units
That's actually the main point of discrad : denying the opponent the ability to play powerful cards, you don't play this to discard a bland 2/2 infantry that any removal could easily take care of, you wait for the turn when the opponent has played all his weak starting units and has only his strategic cards left (like those draw cards, combo cards or unique needed cards like commonwealth or whatnot) then empty his hands and deny draws for a few turns while you can destroy his hq unopposed with your unit on board while opponent watch without the ability to play.
Also opponent doesn't have to removal your unit if you can't play it in the first place, so more Kredits to spend during his turn.
clearly not ^^
first off, why would I not draw new cards? Wolfpack is the only discard card that denies the next draw.
About the rest, let me clarify:
Of course there are differences to discarding and removal, actually you forgot the most important one: A card that you discard didn't cost you any kredits to deploy. However, most differences are subtle and more importantly: They are totally lost to people people like Ringo here that complain about discard! You and me, like everybody else that understands this game, have no problem with discard because it isn't that strong. It mostly trades 1 for 1 (like removal), but doesn't have any effect on the situation on the board, is useless if the opponent play every card right away and therefore only good if you already have an advantage.
So, when I say the difference is mainly in your head, I didn't mean somebody like you, I was referring to those people that are easily frustrated by discard - the difference in their head is a psychological one. These guys just see their cards go away unused which someone is more annoying for them than spending kredits to play them and seeing them getting destroyed by removal or arty. Discard decks prey on bad deck design and these guys are incapable of admitting or even realizing why they suffer so much.