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  1. #21
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    I think the Ravagers would be more interesting and useful if the item/ability destruction happened at the end of your turn, not upon summon. Kinda the same way that Tiger Wulf or Twilight Herald are killed at the end of your turn when you activate their abilities. It would open some potentially interesting combos:

    Raven's Gambit + Ravager Zealot (or Spitfire Hound) : Attach Raven's Gambit to enemy ally with 4hp to set them at 3hp, then summon Ravager Zealot or Spitfire Hound, target RG to be destroyed, deal 3 damage to the ally and draw 2 cards. For 4 or 5 cc, you take out a 4hp ally and put a 3/3 or 1/3 body on the board... and you replace the two cards in your hand. Not too shabby.

    Ravager Zealot (or Spitfire Hound) + Any support ability that's about to expire at the end of your turn: You still get the full benefit from your support ability, and you get the haste effect from RZ or the damage effect from SH. Adds an interesting timing aspect to playing Ravagers... try to play them on a turn where your support ability is going to expire anyway to get maximum benefit from both cards.

    Rock of Ages + Ravager Zealot : This starts to look like an effect combo now (probably too good even). Turn 2 or 3, summon RoA. Turn 4, summon Ravager Zealot and uses its ability to target RoA. RZ now has haste. Use RoA to pump RZ to +5 attack. You now have a 5atk hasted ally on Turn 4. Moreover, RoA gets destroyed at the end of your turn to deal 2 more damage to an opposing ally. That's scary good, and would probably warrant a re-balancing.

    There's lots of other interesting examples, but you get the idea. Such a change to Ravagers might actually push them too much over the top. I mean, in theory, you could summon two Ravager Zealots on the same turn and have them both target the same item / ability to give them both haste. A turn 7 Rock of Ages followed by two RZ's on turn 8 could do 10 hasted damage followed by another 2 damage to an opposing ally, which does seem like overkill.

    Having Ravagers return the item / ability to your hand immediately, rather than destroying it at the end of your turn, is another possible option. Kind of loses the flavor a bit, and its loses some of the interesting combo potential, but it might be better than the current situation. Just some random thoughts. I haven't fully thought all of this through yet.
    Last edited by QuantumNinja; 05-13-2014 at 08:30 PM.

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