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Longshot is easy to deal with during the early turns of the game nowawadays. Why? Total Anarchy and an early one-drop kills it. Not to mention that TA and one-drop basically kills search dependent decks ie. Boris w/o Doomstadt, Alfred T1, and several others. Get creative.
Originally posted by Kanga-Jew Or you can pack a Flame Trap, which you can do on the more crucial turn.
true, but Scarecrow is much more fun for the surprise and OH MY GOD NO factor. I'm still proud I got to do that once against Vomit in the last PCQ I played, 18/18 Scarecrow on turn 6 :)
for those who say everyone's whinin, understand what they're sayin. We don't have a problem with him now, but it's obvious that in the near future he'll be way too insane
to farther expound on what Synicade said, this is the direct quote from jeff donias on VSuniverse-
>>>“Our R&D department pays close attention to the metagame, so it hasn’t been necessary to ban anything yet. At the same time, Longshot is a tiny bit annoying and you have to design around him right now. Cosmic Radiation has the same problem right now, you have to design around it.<<<
Yes, Longshot is a good card, but I don't think it's overpowered. It is nice support for any army deck, but it's not overpowered to the point it's game-breaking. (Most of the time . . . but then again, a lot of cards are game-breaking)
There are other reasons for banning a card than "card X makes deck X dominate the metagame". The fact that Wild Vomit has many answers against it (though many of them are viable in only a few decks) is a strike against dealing with Longshot, but that shouldn't end the debate right there.
I'm on the fence in the debate, but here are a few arguments for dealing with Longshot.
1. Longshot is a ridiculously powerful card. Drawing a couple of extra cards per turn, from the very start of the game, is not 'a nice support effect'. It's closer to 'an insanely powerful effect that you build your deck around'. If every deck could use it effectively, they'd play it. As more cards (and in particular more versions of certain characters, and army characters) are introduced, there will be more decks that can take advantage of it.
The counter argument, used whenever there are breakable cards that do not yet have format-dominating decks, is "it's fine now, but when it gets too powerful, THEN you can deal with it". The risk with that is that it expects UDE to be able to predict exactly when a deck will dominate. Get it wrong and you have a pro circuit (or even worse, a qualifier season) that is dominated by a single deck. That sort of thing damages the game.
2. Longshot is a design constraint. It has to be pretty difficult to make a good army character these days that isn't immediately dangerously good with Longshot. Ditto for making different versions of certain characters (spiderman, for example).
There are always going to be design constraints, and they'll increase as more cards are added, but it's generally a good idea to minimize them.
I think that so far we have been luxky. We have had no úber powerfull cards - everything has been well balanced, so when a good cards gets exploted to it's fullest, people start to worry about it. Lets face it - Longshot is no "Raigeki" - but it is a decent card when used properly.
As one of the previous posters quoted
Quote
“Our R&D department pays close attention to the metagame, so it hasn’t been necessary to ban anything yet. At the same time, Longshot is a tiny bit annoying and you have to design around him right now. Cosmic Radiation has the same problem right now, you have to design around it.
This seem to be a far more sensible approach then creating a ban or restriction list at this early stage of game development. Tie a players hands and he gets frustrated. If you design the game to adapt to Longshot - it gives us as gamers more options, and therefore gives the game more depth and possibilities. Do I build to incorporate longshot? Do I build to negate him? Do I ignore the little bugger? Half the fun is in making strategic descisions in the planning stage.
that is still changing the card, to be honest, he can only do it once a turn unless someone is going to run X-School, so in reality, most people only do it once a turn
mark II does nothing for the vomit, on turn 3 you want 3 wilds with a combined attack of 6, dropping mark II lowers your charachter count and makes your mark IV weaker.
but i believe that they are going to make a curve sentinel deck much better, which is why i think the mark III will be a 4 drop. something that does not need large amounts of wilds in play to be effective.