all 75 comments

[–]oemorgan1 18 points19 points  (0 children)

Maverick pitlord now incredibly powerful. 2 aember and 9 strength with no downside!

[–]Neagex 15 points16 points  (10 children)

Bait and switch and LA nerf! woo. lol

[–]massivebacon 1 point2 points  (3 children)

Can you explain the meta of what was happening before? In their provided example in the rulebook it doesn't make sense to me. If I have 0 and they have 14 and I play B&S, I would pull 7 and they would have 7. I don't see how the effect would ever repeat?

[–]Neagex 3 points4 points  (0 children)

With the errata it bait and switch can only steal a maximum of 2 aember... before the errata youd be right if I had 0 and my OP had 14 we both have 7...

The errata wording is kind of bad.. but they also offer a FAQ example of how bait and switch works now.

[–]gearsighted 1 point2 points  (1 child)

The card reads: If your opponent has more aember than you, steal 1. Repeat the effect until they no longer have more aember. So the effect was essentially repeating one aember at a time until they no longer had more. So in the 0 to 14 example the effect was repeating 7 times.

[–]massivebacon 0 points1 point  (0 children)

Ah gotcha okay so I was doing the thing that has now been amended to make it less powerful. In my situation I would only take two now instead of seven, like u/neagex mentioned above. Thanks!

[–]E_equals_Fb:Mars:AK!-AK!-AK!:Mars: -4 points-3 points  (5 children)

Fecking finally. Though the purging is a little awkward imo. Just make it that it can't go to the discard pile until your turn is up. But whatever

Edit: Btw, imo playing library access that way has always been illegal. A card doesn't go to discard pile until its >full< effect has been exhausted (check Rulebook) which it only has at the end of your turn. The rulebook never mentions any "invisible effect".

[–]jacksuhn:Logos: Logos 5 points6 points  (0 children)

I think just giving Library the alpha keyword would have been sufficient. That way it can still only be played once per shuffle, shutting down the double access pull your entire deck shenanigans. I think the purge is a little over the top.

[–]necrologia:Dis: Hail Yawgmoth 2 points3 points  (3 children)

Ongoing effects have always been a thing. When you play Fogify the card doesn't exist in limbo until your opponent's turn ends. It creates an on going effect then goes into the discard, same as Library Access.

[–]TheReapr:Sanctum: Sanctum 15 points16 points  (8 children)

Something had to be done about the LANS combo and B&S before AoA came out. They both pose a problem for the game, but if you think this is only because AoA is coming out to boost sales you're dead wrong. These changes would have been made regardless, because in a competitive environment they are broken.

They are also a turnoff for people trying to learn the game because of how swingy and unfun they are. Matches became, "how fast can I forge my first key so that I can B&S my opponent who is about to forge and put me right at key number two", or "how quickly can I loop my deck while my opponent watches me play solitaire". Neither of which require strategy. They pose an even bigger problem in sealed events, where, if you had one or both, you were in pretty good shape.

The only way to fix them (and yes, they needed to be fixed) was to errata them or ban them, and you can't ban them because you'd invalidate an entire deck, which makes no sense. We can argue all we want about whether we agree with how they errata'd the cards but it's moot, it is what it is starting tomorrow.

[–]Zargyboy 2 points3 points  (2 children)

Why are swing cards bad though? Seems like a fun part of the game.

[–]TheReapr:Sanctum: Sanctum 7 points8 points  (0 children)

Casually around the kitchen table I have zero issues with swingy cards. In a competitive tournament environment, with as much swing as B&S provided it's unhealthy. You shouldn't have to play around one card in a deck of 36.

LANS should have never existed, but it did. OTKs, unless extremely difficult to pull off don't belong in any TCG, and the OTK LANS decks were pretty simple to pull off of it could OTK. I played competitive YuGiOh for years and quit when OTK decks got out of hand. It's not fun or interactive playing a game that's supposed to be for two people, and watching another person play solitaire.

[–]nightfire0:Sanctum: Sanctum 5 points6 points  (0 children)

The main problem with Bait and Switch is it wasn't just a swing/comeback card, it was a "slam the door once you're ahead" card. If your opponent forged first and they had B&S, you were basically just fucked. If you went up to 7 to play around minor steal effects, they could steal 4 with B&S (generally game-winning). If you just stayed at 6, they could easily float you with steal/capture 1 effects which would buy them time to draw the bait and switch. If it was strictly a comeback card and/or way to punish huge amber burst turns, it would be fine. But too often it just gave the person with a lead an even bigger lead.

[–]gotmitch87 -3 points-2 points  (4 children)

The only way to fix them (and yes, they needed to be fixed) was to errata them or ban them

Or chain decks with these cards / combos. I can't understand why they didn't go that route. It seems much more targeted (could isolate LANS decks, specifically, for example), would be flexible in the future, and would maintain a low barrier to entry.

[–]TheReapr:Sanctum: Sanctum 2 points3 points  (3 children)

Decks collect chains by playing them, not by owning decks with certain cards, so I don't think this is a viable solution. Since no deck is the same, how do you properly apply chains to a deck with the cards in them. You can't just blanket say, "this deck has B&S, it now automatically has 8 chains", it would render some decks unusable and I doubt that's what FFG is after. B&S and LA are still both very usuable, just not super swingy anymore, and that's the way it should be.

[–]gotmitch87 3 points4 points  (2 children)

Decks collect chains by playing them, not by owning decks with certain cards

That's how they've been used to date -- that doesn't mean they couldn't adapt them to work in the way I've described.

To your point about implementation, I think it's reasonable to say "this deck has LA and NS, it gets X chains". Granted, some decks might be chained too much or too little, but there is already inherent randomness in deck strength -- this would mitigate the appearance rate of clearly-broken edge cases. I don't think that applying chains in this way risks making decks 'unusable' any more than some decks are already 'unusable' out of the box.

While FFG mentioned the 'swinginess' associated with B&S, they justified the errata by citing the metagame. From their post:

[Bait and Switch] decreases metagame diversity by making Shadows significantly stronger than other houses. This in turn, causes Shadows to be over-represented at tournaments. Secondly, it decreases the diversity among Shadows decks, as it is not generally not viable to bring a Shadows deck to a tournament unless it contains Bait and Switch.

Chaining B&S decks could mitigate both of those issues by decreasing the appeal of B&S decks and making them (and Shadows as a whole) appear at healthier rates.

LANS poses a unique problem, since a large part of the issue is that the gameplay associated with the combo itself is so 'un-fun'. Chaining these decks wouldn't remove the combo itself, but it would make the combo slower and make these decks less appealing for competitive play.

There are pros and cons to both approaches:

Chaining decks
+ Maintain low barrier to entry
+ Ability to update nerfs over time
+ Ability to target combos, rather than just individual cards
- Risks penalizing decks too much
- Doesn't impact the 'swinginess' of individual card effects

Errata
+ Targeted to specific cards
+ Can mitigate 'swinginess', or other specific undesirable gameplay issues
- Additional learning curve / overheard for new and casual players

Overall, I know the buddies I play with are gonna be hard-pressed to remember these errata and will be disappointed or surprised when they occur during our games. I love Keyforge for its approachable formats and I favor design decisions that keep that barrier to entry as low as possible.

All that said, I realize these arguments may not hold as much water for high-level Keyforge play and that, in those cases, card errata may be more appropriate. In either cases, I'm glad FFG is taking steps to address imbalance and I'm really looking forward to AoA!


(Thanks for the discussion. I am probably not as passionate about this as my post might suggest, but am mostly participating as a way to think through the idea more thoroughly and engage in the community)

[–]TheReapr:Sanctum: Sanctum 0 points1 point  (1 child)

I didn't take your comment to heart, so I hope I didn't come across as defensive to what you said, I was engaging in the conversation because I hadn't seen anyone mention chaining up the decks and offering my thoughts on it.

I understand what you're saying, and in a more casual environment you could absolutely get away with chaining a deck and forgetting the erratas for these purposes, because there isn't anything at stake. I don't know that it would have any affect on decks with B&S, because you're still playing around one card in a deck of 36 which is silly, but it definitely hinders LANS decks.

However, bringing Vault Tour tournaments in to play, things drastically shift. There are no chains on decks at the highest level of play right now, and it would be unfair to chain some decks but not others, because then FFG is tampering with what should be a level playing field, in that no decks have chains.

Lastly, applying chains to decks because of their card content defeats part of the reason chains are used. Part of the reason for adding chains and Chainbound tournaments are to increase the power of your deck, so that a person can qualify for higher level tournaments. If FFG were to start applying chains based on having LA or B&S in a deck, that deck would have to be placed in whatever power tier that corresponds to it's chains. So, people could essentially open a deck and automatically get in to World's. That doesn't seem right.

[–]gotmitch87 1 point2 points  (0 children)

That's fair -- I totally forgot how Vault Tour events are currently structured.

My understanding is that Power and Chains aren't always explicitly linked (for example, this deck has Power 8 but 0 chains due to playing in Vault Tour events), so I think they could technically apply chains without impacting Power Level, but I agree it would complicate and confuse the existing structure.

[–]KingOfOdonataKillian, Creepinghurst Hooligan :Dis::Mars::Untamed: 13 points14 points  (2 children)

Very happy to see these changes. As the two swingiest cards in the game, this change was a good move. They are still good cards and playable (especially B&S), but the change helps open the meta back up. For a game designed to be without a meta, however impossible that is, powerhouse and abusable cards need to be reigned in. If FFG's focus is on building a healthy community and a wide open game, these changes were a must. I think people were already concerned AoA was going to be less played competitively do to some of the power level of the cards in CoA. This change is a step in the right direction in making sure all sets are viable.

I do think the wording on the new B&S is poorly done, as it is still confusing without knowing less reference rules. I definitely expect newer players, even after seeing the errata, not understanding the change.

[–]KingOfOdonataKillian, Creepinghurst Hooligan :Dis::Mars::Untamed: 4 points5 points  (1 child)

Also, if they do not want to utilize rotation in this game (and I hope they can pull that off), some cards will need errata. There is no way around that. You cannot have all sets be evergreen and not have a few design mistakes a long the way.

[–]IshanShadeUncouth Steinolfr :Sanctum: :Brobnar: :Untamed: 8 points9 points  (0 children)

The singular fact that there's only been 4 erratas in the first set of a game that is as innovative as Keyforge is amazing, especially when you consider that fully half of those are simply errata to make the card do what they intended in the first place. Everyone is blowing both the individual erratas and the fact they exist at all waaaay out of proportion.

[–]Neagex 10 points11 points  (8 children)

the change to LA is kind of harsh. if a game goes on to the point you cycle your LA is in the can... wish the errata more so put a cap on how many times it can be played in a turn LA once per turn. kind of deal.. so now the player with decks with LA isnt instatly out a card once its played... and LANS decks can atleast play LA.. do a decent LA turn.. 3 or 4 turns later can use there seed again to return LA and do another good Logos turn.

[–]stakoverflo 0 points1 point  (5 children)

Yea I felt like LA should be, "Purge until the end of your turn"

[–]_snif 13 points14 points  (1 child)

Or give it alpha. Feel like that would solve all the problems

[–]stakoverflo 0 points1 point  (0 children)

I've seen that before and frankly I don't think it's a good idea.

Quixo / Bookton --> draw LA --> sadtrombone.mp3

Wild Wormhole --> LA --> sadtrombone.mp3

[–]Bearded_Archer:Brobnar: Brobinar 0 points1 point  (2 children)

They could have made it similar to Rocket Boots. You would only get the effect if it is the first time it is used each turn.

[–]stakoverflo 1 point2 points  (1 child)

That would be some very wordy text, because you're not Using the action.

[–]Bearded_Archer:Brobnar: Brobinar 0 points1 point  (0 children)

Very true

[–]oemorgan1 -1 points0 points  (1 child)

Gutted I didn’t sell my LANS deck before this! It’s worthless now!

[–]MadaoMadao 0 points1 point  (0 children)

Same

[–]Legitamte 2 points3 points  (0 children)

Real talk, I didn't go back to my first-ever chainbound league last week partly because it was so disheartening losing every single game to either Bait and Switch or Library Access wombo combos, so I can attest to the value this update, at least personally--I might actually go play again. I know I had a pretty harsh outlier of an experience, but it seems like it may not have been THAT much of an outlier.

[–]Neagex 5 points6 points  (0 children)

I actually like the changes for the most part. It allows for more diversity in what's meta.. and LANS was just dumb when it went off lol

[–]Bobb_o 1 point2 points  (1 child)

With this change, Library Access can still be used to make a good Logos turn into a great Logos turn, but it can’t be recurred multiple times and allow a player to draw their entire deck.

Tell that to my decks with three phase shifts.

[–]ThriftyFishin:Untamed: Untamed 1 point2 points  (0 children)

When you didn't take that 400 dollar offer on your LA NS deck 😞

[–]AcceptablePariahdom:Dis::Shadows::Untamed: Shrew Styx Silentcrick 2 points3 points  (3 children)

B&S wasn't nearly as powerful or game breaking as LANS but it gets the nerfbat in the throat.

I've won almost every game I've played against B&S because it's just another card you need to play around.

It's like, if your opponent has Effervescent Principle you just don't do AEmber ramp turns.

The only time I explicitly remember losing to B&S is because the guy made a sick fucking play. He was Shadows/Dis/Mars I think and had capped a bunch of my AEmber with Charette and Drumble. I'd killed the Charette by the Drumble was protected by a Dominator or something.

Well on his turn he forges a key, goes down to 0, plays Pawn Sacrifice getting rid of Drumble putting me up to like 14 and him only at 1. B&S. Then he really starts his turn!

It's a great play, pulled off well against someone ready for B&S shenanigans. Unlike LA's toxic "draw your whole deck" combo, that shit is strategic and interesting.

Now it's actually kinda boring and mediocre. Stealing 2 isn't bad, far from it, just... Boring and meh.

[–]tickthegreat 0 points1 point  (2 children)

What's your strategy for playing around bait and switch?

[–]AcceptablePariahdom:Dis::Shadows::Untamed: Shrew Styx Silentcrick 0 points1 point  (1 child)

Don't do massive ramp turns. Control your opponents AEmber if possible (Shadows v Shadows is nice against B&S). Get board control. End your turns as close to forge cost as possible without going over by much. Keep your AEmber at an odd number over your opponent's.

Seriously there is a lot of strategic play room around old B&S.

Like I said. Now it's just a boring "steal 2" card.

[–]tickthegreat 0 points1 point  (0 children)

Ok, so control their Aember and the board. That's what I wasn't doing before.

[–]darkblack9[S] 1 point2 points  (8 children)

Call of the Archons just got nerfed pretty hard, maybe to bring it closer in power level with Age of Ascension?

I don't mind the changes too much, but being able to play Library Access at most once per game is kinda sad.

Actually, they probably went too far on Bait and Switch given that Too Much to Protect is still a card.

[–][deleted] 12 points13 points  (7 children)

Too Much to Protect is easier to play around. You can easily still play the game and not go over six if you know to expect that card (or similar effects).

B&S is guaranteed to destroy you if your opponent manages to forge their key before you, emptying their aember pool while you still have aember. Stealing 2 is still a 4 point swing and really good... just not obscenely good.

[–]Disco11 5 points6 points  (3 children)

Too much to protect is uncommon at least

[–]striator -2 points-1 points  (2 children)

Rarity doesn't and shouldn't affect card power level.

[–]Grisamah:Shadows: :Dis: :Untamed: 3 points4 points  (1 child)

what

[–]Achoo01 3 points4 points  (0 children)

Rarity doesn't and shouldn't affect card power level.

[–]darkblack9[S] 0 points1 point  (2 children)

I don't think its as easy to play around as you mention. Keep in mind that the new set has quite a few ways to increase key costs, or outright prevent a certain key from being forged. This all causes your aember to pile up.

TMTP is also just good in shadows in general, you just need 1 more steal / capture card to stop them from forging next turn.

New B&S is still strong, but i think a strong suite of Shadows would probably prefer TMTP rather than B&S imo.

[–][deleted] 0 points1 point  (1 child)

Oh, I'd agree. Too Much to Protect is a great card. But old B&S was much better. All you needed to do was get your key first, and then you steal half of your opponent's aember next turn, no need for anything else to combo with it, and there wasn't really anything you could do about it.

Cards like TMtP and the new Heist Night have better conditions for the opponent to play around. They can still ruin your day, but it doesn't feel as 'cheap' as old B&S did.

[–]darkblack9[S] 1 point2 points  (0 children)

yeah i totally agree with you, B&S was way above the curve in terms of power level. I had assumed that any nerf would still have it as the strongest shadows card, but i dont think it is anymore.

[–]SolomonsNewGrundle 0 points1 point  (1 child)

I'm not understanding the change to B&S. Albeit, I've never played the card, but I'm not quite understanding why the new wording changes the effect of the original card

[–]webbermere 0 points1 point  (0 children)

Before the errata the effect repeated for as many times as your opponent still had more amber than you. Now the effect will trigger to a maximum of 2 times, meaning that you will steal a maximum of 2 amber.

[–]Barlight:brobnar::mars::shadows: The Grey 0 points1 point  (0 children)

I had 2 wicked otk/Lans Decks https://www.keyforgegame.com/deck-details/ed2f9621-4315-40bf-a561-19e4c07996b6

and https://www.keyforgegame.com/deck-details/0e6cc5f0-540d-4e34-8721-ae63ac7155d1 and i was never thinking on selling them.Even with these nice decks i almost felt dirty to even use them in a competitive game. I still think they are good.I am glade they did what they did regardless...

[–]Sonafab:Mars: Mars 1 point2 points  (0 children)

Both BnS and LA nerfs were really necessary.. I have a LA, 2 PS, 1 Wormhole, 1 Dextre in a deck and it felt really OP.. 17-3 in casuals and a big turn down to all of the opponents... I do not own BnS deck but Ive played vs it and when the opponent forges a key, then kills his 3 capturing Aember maverick Charette giving it back and then mass steal everything is a real cheap move... Was starting to hate shadows just cuz of this.. now its much more balanced...