#So, about Fire Ship... 🔥

10 messages · Page 1 of 1 (latest)

tame canyon
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Hey listen, I love that RtW is viable strong now, and having a diverse set of strong collection/subcat decks is fantastic.

But did you really need to go and release a card in an already strong subcat that gives +240 on play without any significant restrictions, bar that you don't concede before round 3?

Yes, the 8 energy and -20 perm to your RtW cards on loss is significant. But because there are no other restrictions, you now have the perfect oceans Rainbow filler that you can play R3 without holding and have more impact than most other cards impact (rip Tintagel, ye bastion of ramp decks in ages past 🥲).

Sure, Payara can reach +300 by R5 if you hold it, but the -10ppt means it is effectively a +120, and you have to clog a cycling slot to do so.

Solenodon and Cydonia are the only comparable scaling cards, and they only reach similar heights by the last turn of R5, assuming you pull them R1T1.

Fire Ship comes out of the gate at +240 in R3, which is just wild.

Maybe I'm old.

Maybe I miss the "holy bananas batman, you hit 2k R5 :pog:" days of yore.

Maybe I know power creep is a thing and fear its unruly carnage of all things good and proper.

But, for the love of all things sacred, does it need to be so aggressively hastened? 🥲

||(Asking for a ramp-loving friend who lost multiple games to Fire Ship in R3 because it's just so damn strong.)||

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(If I were to offer any balance suggestions, I'd consider trimming the power output slightly and/or introducing an restriction like "if you have 6 RtW cards in your deck..." so that the -20 perm penalty is a genuine concern).

fading pasture
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counter offer to your ramp-loving friend

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they should also run fire ship

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I'd argue if you're playing ramp, some kind of strong burst is necessary to make it over that r3 hump

tame canyon
fading pasture
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justified. I'm just glad ocean has more splashable filler kekw

gentle patio
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My solution: make burn damage affect more than just the base power, problem solved with any card that ppl hold forever and play once or twice (may or may not be biased since my eternal flame will absolutely destroy these cards and itself will become 10x more valuable and sought after than it already is)

gentle patio
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The burn mechanic exists to discourage holding onto cards forever, but it doesn't work with 0 base power ramp cards like cydonia or fire ship

echo kernel
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I think the ability should only work if you’ve lost 1 round.