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I say suppression covers the middle ground here - you got a tool to fight back against buffed up and pincered uinits without directly destroying them. I mean, you would complain even more if they just added more (mass) removal, right? You don't have to scroll far to see threads complaining about cards like Monsoon Rot. And if we don't have enough quality (mass) removal and also no suppression, then you would now complain about stupid combos and mechanics overrunning you.
Suppression removes special abilities and buffs but does jack to vanilla units (or units that already did their thing like all units with deployment effects, units that had pincer but the pincer is already broken etc.). Which is indirectly a buff for vanilla units, which isn't a bad thing in my book, it makes cards like 980. Volksgrenadier playable again.
I agree, though, that mass silence shouldn't be a thing or that it should be more expensive. The White Death does too much for it's cost and B-24J is a formidable bomber on top - these cards are debateable. But cards like M10A1 and Pummel are perfectly fine. I'd even say it was about time to have something like that that stops destruction effetcs without being totally useless against other effects.
Silence is far more powerful in Kards, than in other CCGs. In most games, Silence just removes card text, it doesn't cancel stat buffs provided by deployment effects, for example.
Also, other games have more robust defenses against suppression (Kards only has single use Countermeasures). For example, Eternal has Aegis which is a shield you can directly apply to a unit and stays until it is targeted by a spell. This allows you to choose a single important unit to protect, which is currently impossible in Kards. Aegis allows persists through turns if it not targeted. Currently also impossible in Kards. But then again Kards hates units.
Suppression in Kards also combines functions that are usually separated in other games. Not only does it remove card text, it also resets stats. At the very least these should be separated. Perhaps something like this:
Sabotage keyword: Remove card text.
Suppression: Reset stat buffs.
I also question your assertion that suppress does more here than in other games. Depending on the card, game and mechanic it could even get worse than that. Let's take the OG of CCGS, Magic. Detain (the keyword mechanic) prevents activated abilities as well as attacking and blocking. Cards like Snakeform are worse than removing all abilities and resetting stats - it removes all abilities and sets the stats to 1/1. Sudden Spoiling is even worse, it removes all abilities from ALL creatures AND turns them into 0/2s. Yes, it's only for one turn, but it can be played at any time and that usually means the death of all of them. Oh and Sudden Spoiling itself has split second, so it cannot even be responded to it (including counterspells). And all of that for just THREE mana, in a game where you have include your mana sources (lands=kredit slots) in your deck!
So, no, Kards isn't treating this worse than other games. I also fail to see where the "Kards hates units" sentiment comes from, especially now where the dominant and most played decks are all basing on units.