Yep, this location is nice but too fragile. It could help you to recover from bad starts or give some dignity to fatties, but there's not much value if it only lasts for 1 turn
Yep, this location is nice but too fragile. It could help you to recover from bad starts or give some dignity to fatties, but there's not much value if it only lasts for 1 turn
That deoends in who your opponent is. It can offset an opponents ability by that one turn. Of course id love if this card were 2SE to remove, you have to keep in mind that there are a lot of ways to exploit that. Preist of the lights, and other shadow energy removals prevents the opponent from doing anything. It means they need to use groundshift to get rid of it, or else they just cant.
There are already ways to punish the opponent for getting rid of it as well. Shadows can use Lo Void to make it more consequential when the get rid of the location, and rogues can play lyra blackrose.
Don't get me wrong, i really wouldnt mind this location getting buffed. It would strengthen a couole of my decks. But its risky to have it buffed to 2se
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Garthdefended first, but it's still an attack. And the ally attacked first (to trigger the combat to start) and then got disabled. In terms of attacking, disabled only prevents you starting that attack.
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Gondorian is this also apply to Freezeally ? (ex: you have Urigon Fang and Gaderi Braxno, and opposing ally is attacking you)
Shadow of the Night
Warrior of The Blue Phoenix
Greatness, Reborn
Seeker of potential, hidden from the light
Teacher from the darkness, the Shadow of The Night
To you I bring my knowledge, hidden from plain sight
And write it in my blog, bringing new things to the fight
IGN: BP Umbra Nox
Gaderi: Braxno Citadel![]()
a defensive preventative card, with absolutely no offensive or game changing abilities that has to wait until t5? 11 of the 15 locations can be played at least a turn before, if I'm playing second I might have to wait many turns to final cover up a location. Just to have it removed for 1SE. Defender might save a creature, so not completely useless, but ally removal is commonplace.
Overall weak ability, limited playability, easily removed, make this almost unplayable.
I like the idea of this card being shuffled back into its owners deck at end of turn rather than being destroyed. This would make the card more useful. At the moment it's too easily destroyed.
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When ll first came out I saw all the theme locations, I was more interested in the locations that could be used without theme restrictions, this is the first one I thought would make it into one of my decks, without testing i added it to a couple ally based decks that tend to drop allies often and can make games linger. Figuring if behind this would help me keep an ally on the field, and if I run into a location I'd be able to squash it. I confidently enter qm having only slightly altered my well test long played deck. First thing I notice is how much sooner other locations are hitting the board, second I found myself sacrificing other cards to keep citadel, third by the time i could use this all the cost efficient allies I had played the first 4 turns that could have benefited from having defender are now gone or inhibited in one way or another due to these other locations that actually made things happen, fourth after finally playing this and feeling like maybe it was worth running, my opponent pays 1 SE and I'm back to being screwed.
Playing when you are ahead or at least not behind.
I believe the best use of this is preventing locations from being played, if enemy didn't play a location early you can often see the set up and drop this card and delay that location 1 turn. At best you draw multiple copies to continue delaying their location and protect your allies, which is really strong, but for this to be effective you must have allies/board control before playing. So you already have control, this just adds further control. Countless cards would far more effective at overall control. If you can't win or lock game down before their location drops, now you must deal with location until you find another citadel, pay a potential high price for counter ability, or game ends. At least ground shift can get rid of location.
Defender is a powerful ability, a defensive ability, that must be triggered by attack, which may result in an ally fighting first or an ally remaining on the field. ability removal is as common as attacking. So defender isn't an overpowered ability, considering how easily this location is removed you can count on only getting one turn out of this card.
I like the shuffle idea, but I think the t5 is too much, t4 as well, but t3 makes it powerful. Can drop it t3 to slow down those harmful locations, Can use to help save my allies early, only last one turn at a time, and in the end it doesn't directly harm your opponent in any way.
What about a conditional effect?
2SE: If no other location in play, shufle this card in the owner's deck at end of turn. If more locations in play take the control of this location at end of turn.
Or something like :v
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Here!! Arcania Expansion !! come and share you ideas!! suggest balanced fixes!! comment you favorite idea!! lets do a virtual edition with 200 cards of user's creations.
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