Same here, just got the trifecta achievement with Mora. I never pick Crow, but I haven't lost to its infinite combos/deck-cycling draws in a while.fall0athboy wrote: »I pulled off a win with Mora against a dude running Crows, with most of my cards being Voracious Tomeshell (Destroy 2, Opponent Draw 1). I fully expected to get demolished but the power from Mora combos was great.
fall0athboy wrote: »IMO there should probably be an additional setback with longer combos.
GatheredMyst wrote: »fall0athboy wrote: »IMO there should probably be an additional setback with longer combos.
A friend actually suggested this same thing when we were discussing it. Combo setbacks-- the more you combo, the worse the setbacks get.
It's a great idea IMO.
Personofsecrets wrote: »Mora is horrendously designed and a big part of that is your observation.
In general, whenever cards are designed to have downsides, either card is just bad and never sees play or players find a way to not care about the setback. Sometimes the setback can even be a benefit.
In Magic, there is a card doing quite well and it's called "Psychic Frog." Frog has an evergreen effect of drawing a card when it deals damage to a player. There are some older successful cards that are similar such as Ophidian and Shadowmage Infiltraitor.
One issue with Frog is that it is just a 1/2 creature, so it can be easy to block. Because there are never meaningful setbacks in design anymore, design gave the Frog an activated ability to discard a card from hand for the effect of giving that Frog +1/+1. So a player pays a cost (setback) to makeup for Frogs downside. That is one way that downsides are circumvented built directly into the card.
The second way that downsides are circumvented is that players are often discarding cards such as Atraxa, Grand Unifier, Archon of Cruelty, or Griselbrand. These are big creatures with exceedingly powerful effects which are difficult to play. By putting them into the graveyard, they can be brought back into play with cheap spells such as Reanimate or Animate Dead.
And that's even another way where downsides are circumvented. Normally players may not want to use Powerful cards like Atraxa because they could get stuck in the hand with no way to build the mana base for hard casting them. Even for decks that plan to use reanimation spells, it can be that they draw their big creature, effectively losing that draw, rather than keeping it in the deck as an Entomb target. But oh no, in comes the powerful Frog with a built in card advantage engine and discard outlet for these big creatures to get into the graveyard.
It's all about cheating the downsides of cards. Mora isn't much different. Getting a turn one Voracious Tombshell is just a sick and disgusting move. It solves it's own problem. Yea, it gives the opponent an extra gold during the early game, but eventually it makes ones own deck so strong that it doesn't matter what advantages the opponent gets.
I'll admit that sometimes players use these cards with the downsides and don't realize that they just enabled their opponent to buy a powerful card like Currency Exchange or Knight Commander in the early game. That said, Mora even has built in protection from those kinds of issues because if one is really worried about having just given the opponent so many free resources via the setbacks that they will be able to buy a killer card, then one can just tap the Mora patron and get a copy of that card too. Afterall, Voracious Tombshell is ticking which means one will be able to play that powerful card sooner and more often anyhow, so the downside of the opponent getting a copy is mitigated.
Yup, and that's why I do declare with full confidence that designing with downsides so that a game piece can be powerful in some situations is an incredibly, incredibly, flawed way to go about things.