Before I continue let me open with I would absolutely love to hear ways you think Sajj could be made more healthy and less highrollly. I do indeed want their to be equal treatment, but sorry I am adamant in the ways I am trying to adjust songhai. On a related note I am fine with Nose at six as I think it hardly effected the deck anyways, I will go ahead and just revert the nerf.
Sorry but bangle is a problem regardless, the fact that you can go from zero to dead with two cards and your positioning can be made irrelevant in many ways is just to much. It enables way to many crazy highroll things for far to little.
Nose is certainly pushing what is fair, but the trial completion its self has lots of counterplay, and then they have to spend a turn playing nose, and to do any kind of high damage requires upwards of four cards and having completed their trial, meanwhile at every step in the game you have chances to deal with their artifacts to keep them from going to far. They don’t have burn to supplement things, and they require more set up giving you time to react, it is just a world of class different from current versions of Artifact Hai. But after I tone down their burn a touch, give them insane control, and make bangle give almost nose levels of mobility they start to look similar and that was my goal.
Geo is one of the worst offenders in Songhai, in vanar its fine cus that’s it, when songhai can be a better faie AND still have other sources that is not. Now if it was just Geo/Pf and maybe some puzzle peice burn that could work. But you keep saying Geo lets you play a control deck, fireballs are insane for control, old geo is nothing but 8gates problem fuel. Excess burn, particularly gates/mantra does not have counterplay. Slow chip burn in moderation, or when it has positional elements does makes healing valid counterplay and that’s what I am trying to push them towards. Magesworn does not work for most decks and is also to easy for songhai to deal with, its far to narrow and inconsistent to be called counterplay.
Without shidai creating spells, abjucator, or Rokdopa I think Mantra has actually been nudged into a generally fair but strong lategame Aymara esque levels of a sustain/damage tool. But as long as 8gates exists I think they still have to much face burn, but I am trying not to strip them of their identity, just trying to make them fair.
I think I am being consistent, I am trying to make what dedicated burn or artifacts looks like between Sajj/Faie/Songhai be similar to each other, with songhai still having the ability to specialize a touch more then the others.
@owlbeastmd Ahem, I am an abyss main thank you very much. I also have played enough of Spellhai and Wanderer to understand them, and it only reinforced my belief that they are issues. But I think shifting burn more to control, and changeing bangle should nudge these to healthy levels. I also have thousands of games with nearly every archetype imaginable, songhai being the only exception.
And on this note people, I have a few very clear goals with songhai that I think all can understand. Guys if I am doing a poor job at it please make some other suggestions rather then trying to defend the problems suggest other ways to make them more healthy!!! Songhai is my least played faction, and this whole thing is a massive undertaking that I want help on!
Well I pretty firmly disagree about you thinking those are interactive in anyway. Applying pressure to prevent dying as quick is not interactive in my book. Interactive tends to do with positioning, using the board, and having meaningful ways to stop what your opponent is doing.
If you dislike my suggestions, please provide alternatives. We can start with bangle. Rather then simply extra movement, what kind of cost/amount of moves would be good without the celerity? @alplod I am thinking down to one mana, but can move twice. Less mobility then three, but splitting up your movement for a negligible cost should be just about right. I will make that change for now.
@zanestheargent I like the idea of improving mech support a lot more then going back to mechazor its self being sort of a highroll. I targeted mech himself because it was an easy quick and dirty change rather then having to change a whole bunch of cards to make it work. I think we will need more discussion on how to go about this, but if we all can settle on how to improve its support I will make the change.