#552771
Also, sometimes the question is are the counter the counters or the attacking cards. Its quite subjective in the end.
Ausgang wrote: ↑Sat May 01, 2021 5:30 amThis plus the fact that OTF Rules went on to stop multiple downloads a turn. That caused a rise of 'draw as many cards as you can and play as many as you can a turn for free'.Spectre9 wrote: ↑Sat May 01, 2021 4:32 am CC makes ref decks and makes Oof a ref card.That's only half correct. In fact Decipher made Oof! a Ref card.
To your question, I am not sure if the decline of counters is solely based on . The speed of the game, and how players construct their decks (lesser targets for counters) are a big factor too.
BCSWowbagger wrote: ↑Mon May 03, 2021 7:25 pm I don't mind the point loss at all -- I'm generally going for 115 points, so I have a buffer. I don't think removing the point-loss penalty on counters would substantially affect them.In terms of ‘dead draw’ that’s why I have mutations and other draw mechanisms that let me put a card into my discard pile and draw new cards. I do that with a lot of cards but it’s a more of a risky proposal when it comes to interrupts that can give you negative points.
For me, part of it is the dead-draw effect, already discussed.
Another part of it is the timing. Quinn and Amanda never seem to be in my hand at the moment when I actually need them.
Most of it, though, is the lack of targets! I've stocked Kevin in quite a few games -- since the timing for him doesn't generally matter -- only to have absolutely nothing to use him on, because nearly everything is either
(a) an Incident,
(b) immune to Kevin, or
(c) protected by something else (usually Ready Room Door!).
So Kevin ends up a very dead draw, because the game has, in many cases, immunized itself against Kevin.
And stocking Amanda seems extra-silly, because so few players use interrupts at all, and those who do tend to use them in high multiples, so one Amanda doesn't make them break a sweat.
Amanda Rogers: Protector is kinda cool, but only remotely worth it in a no-hand Starfleet deck. Cellular Peptide Cake was designed as an extremely constrained counter card for Block use only and... well, I'll tell ya it doesn't work outside Block.
DarkSabre wrote: ↑Tue May 04, 2021 1:29 amThat doesn't solve the problem, though, as it adds to the overall size of the deck, which isn't good, imo. I use the same strategy, but I hate the fact that I have cards I don't need just taking up space then have to take up even more space to stock cards to dwindle that space.
In terms of ‘dead draw’ that’s why I have mutations and other draw mechanisms that let me put a card into my discard pile and draw new cards. I do that with a lot of cards but it’s a more of a risky proposal when it comes to interrupts that can give you negative points.
stressedoutatumc wrote: That doesn't solve the problem, though, as it adds to the overall size of the deck, which isn't good, imo. I use the same strategy, but I hate the fact that I have cards I don't need just taking up space then have to take up even more space to stock cards to dwindle that space.Decks used to be larger. Decks that I have that use a 'mill useless cards for draws' generally happen to be 60+ cards in the draw deck.
That is intended. A cure dilemma ALWAYS has its ef[…]