I'm going to be looking over all the cards in Order, and judging them based on how good I feel they are. Overall I felt Order was a very weak set, and I want to point out the cards I think failed the most, and why. I'll be giving each card one of five judgements:
Borderline Overpowered - This card is extremely powerful. Basically, any buff to a card in this category would drive it into Overpowered status easily. I don't think powerful cards are a bad thing in card games, in the right circumstance, so being in this category is not a call to nerf it.
Excellent - This card is just straight up good at what it's designed to do. When compared to other similar cards, this one is overall better most of the time
Average - This card is average. Compared to other similar cards, it's nothing special. It may just be a niche card, or competing for a slot against a straight up better card.
Poor - This card... sucks. Whatever it does, is not justified by the opportunity cost.
Complete Garbage - A card that gains this title should never have left the design room. How it survived any longer than 5 seconds after anyone had seen the card's final form is a mystery left to the ages.
The 'Suggested Changes' section will contain possible changes based on two factors:
1. How much could you improve this card without making it overpowered (aka, how crap is it if you can double it's stats without making OP)
2. Are there any changes that will make the card overall more interesting to play/play against
None of the suggested changes are things I feel NEED to happen, just things that would be better if it was changed, at least in my opinion.
Today, we'll be going over the Genesis Industries Order Cards. Let's begin!Cottontail VX 1600Opinion:
Not good enough. I can't help but compare it to the preview version, which read approximately as Pay 2: Deal 4 damage to target character on the battlefield. This ability may be activated upto 2 times per turn
So there's two ways to look at this card. As a Commander - Not good enough. The Tinkerer/Drone/Splitter command setup is just better. 3 cost, for 4 damage is completely useless early game. There's no incentive to have this as a commander.
As a card in deck - Costs too much. a 7 cost 15/15 is just not what wins Genesis games. 4 cost Lucca/Splitter Robots. 5 Cost Scouting Missions. 5 Cost Laser Cannons. These cards win games. By the time you can afford to use the activate ability of this card, multiple activations probably arent worth it. Genesis has a LOT of ways to spend spare resources. This card is not a good one.Suggested Changes
:Pay 2: Deal 4 damage to target character on the battlefield. This ability may be activated upto 2 times per turn
Really, I can't imagine this being OP. It trades the offense/defense of the Splitter/Drone command combo, for a possible field nuke that may not kill something. For slower, techier versions of Genesis (like Lanstead), I think that's an interesting way to shake up the normal command options.FINAL JUDGEMENT:
Genesis has lacked good 3 drop cards for a long time. I can't call this card exceptional or anything, but it's an artificial, gets buffed by Lucca, has reasonable stats.
I've rarely gotten much use out of the activate effect. In general, more robots is better for genesis, than one big robot. But it's come in handy creating a 15/15 scouting drone.
I feel like the activate effect was meant to be used in decks that splash 1 Genesis. The cost benefit doesnt seem to be there, especially compared to support drone, so it hasnt been picked up by bionic decks.Suggested Changes
None. Seems fine as is.FINAL JUDGEMENT:
Garbage. Artifact heavy decks simply don't work. The artifacts that do work, don't require ramp to be effective.
It's 2/4. Like, really? Couldnt even manage 2/5?Suggested Changes
Make it a 6/6. The sky won't fall if the card isn't a complete pushover.
If you don't want to buff it's stats, make it artificial. Means you can get some use out of sacrificing it or buffing it with Lucca. Even then, still crap.FINAL JUDGEMENT:
Complete GarbageGenesis SpyOpinion:
Doesn't find a good home in Genesis. I mean I like the idea of the card... but it's hard to get it working in a genesis deck. Splashing other factions only reduces the number you can run in command.
Not quite good enough.Suggested Changes
For every Misinformation card in your opponents hand, Genesis Spy gains +2/+2.FINAL JUDGEMENT:
Same problem as most other dragons and high cost cards. Simply too slow, too often a dead draw, and it's rather difficult to find a turn you can spend 10 resources on a single card. Completely useless VS Calamity.
I tried running it as an Anti-Verore card, but it was just deadweight too often.Suggested Changes
Cost Reduction basically. Genesis can make this dragon as big as it wants, whenever it wants. Lets trade off some stats for a smaller body, and smaller cost. Still probably won't see much play, but 10 is just too much.FINAL JUDGEMENT:
I'd rather run a empty tin of baked beans as an artificial than this card. The 4 cost slot for Genesis is just too competitive. And also, this card completely sucks.
8/8 for 4 is crap. Removing cards from your hand is just silly. Genesis can buff any and everything. They are the buff faction. If you need a big robot, do not waste your time on this card.
Even if you get a big robot by discarding your entire hand... big vanilla cards suck. This card cannot fly, it does not have unstoppable, and is one Death Ray away from making you regret ever running this card.
This card belongs in the scrap heap.Suggested Changes
Make it a 3 cost card. Buff the buff to +4/+4 per card, possibly. If it's a 3 cost, at least it might see some play as a Vanilla Artificial. Being able to buff it may come up as useful. Base stats may need to be a little toned down if it goes to 3 cost. 2 Cost 10/10 Drone, followed by 3 cost 11/11 Overcharged Bot, followed by Splitter Robot might be a little too much pressure.FINAL JUDGEMENT:
Complete GarbageSymbiote PrototypeOpinion:
Why did it have to be 4 cost? Cool card, cool effect, can't play it because it competes with Splitter Robot. There's also no way to temporarily disable the Untouchable aspect to buff it with stuff.Suggested Changes
Make it a 3 cost card. Reduce the stats to compensate.FINAL JUDGEMENT:
Talk about situational? And even in the situation of a Genesis mirror... do I really want to run EMP grenade? I guess... but is it worth a sideboard slot? No.
Best case is trying to combo it with Mechanize for a 2 card combo. But then you're effectively only dealing 6 damage to the main target anyway. I'd rather use Laser Cannons.Suggested Changes
Can't think of much. Make it remove the Artifical tag from anything it hits? I guess that makes it a counter Genesis card. Maybe make it reset artificals to base stats as well?FINAL JUDGEMENT:
Solid card. Not a great choice for Triple Genesis, but great for splash decks or Bionic decks.
It's just good. Not great or gamebreaking. Just good.Suggested Changes
None. Fine as is. Don't know what you'd want to change about itFINAL JUDGEMENT:
Lets call it what it is. An Anti-Flame Dawn card. I mean, it has synergy against Sleepers and Overseers as well I guess.
Main problem is, that Flame Dawn has Noble Protector. Genesis has very few tools to deal with a Noble Protector, short of CTA. So I question how great this card can really be.
To play it, you have to give up something. Since early genesis turns are usually stuck in stone, you have to somehow get a lot of value out of this card. I don't see it happening enough.
It's been suggested to me that because it has no unique tag, it has a use in stacking 3 and firing 3 at once. I don't think betting on drawing 3 of this, before an aggresive decks runs you over is a valid strategy.Suggested Changes
Card seems fine as is. If something had to change, i'd say it would be Noble Protector.FINAL JUDGEMENT:
Awesome card! This is a card that says 'You run Triple Genesis. Be rewarded. Crush them'. It's just all around fun to use.
It's a low tempo card, so getting Omnimind rolling can take some time, which is a bad thing if your opponent is pushing tempo.
But it has so many combos and interesting interactions. I love it!Suggested Changes
Add Overmind (Starcraft) flavor text to the card. Do it. Do it now.FINAL JUDGEMENT:
Borderline OverpoweredOrion's GraveOpinion:
Merlin said it best. I'll just quote him and leave it at that.
I would like to use a little math for a second.Suggested Changes
Orion's Grave costs 3 resources and has a max resource penalty of 1. So right off the bat it effectively costs at least 4 resources.
In order for you to 'break even' on this card you need to play at least 4 cards with a cost reduction.
This is a little misleading though - because the max resource reduction effectively counts as one resource spent, every turn, for the rest of the game. In order to break even on Orion's Grave you need to incur enough additional advantage from using it to offset what is a rather large disadvantage.
Now let's examine when it comes into play. Turn 3. Turn 3 is typically a really big turn in this game. It is when Kali hits the board from FD, or cartographer from shrine. It is the turn that 4 drops can come out off the back of a wealthy noble. If you spend your turn 3 dropping Orion's Grave, while your opponent is dropping a high impact creature, you might be having some issues playing catch up the rest of the game.
Keep in mind also - Orion's Grave nets no actual benefit unless you play multiple cards per turn. With Grave or without Splitter still hits on turn 4, scouting mission on 5, and etc.
This isn't to say that Grave is a horribad card that should never be played - I am sure it can be quite potent in the correct deck, but at this time I would recommend against playing it as a rule of thumb because the risks associated outweigh the potential benefit.
It should allow you to drop genesis card costs to 0. 0 Cost support drones or Mechanizes are not going to destroy the meta.FINAL JUDGEMENT:
Are you looking for the card 'Research'? Sorry, you'll find that card in the Verore Review thread when it goes up.
And that concludes my Genesis Industries Order review. The final tally of all 13 cards stands at:
Borderline Overpowered - 1
Excellent - 2
Average - 4
Poor - 3
Complete Garbage - 3
Stay tuned, as I intend on completing all the factions when I find the time.