RANT of the day: RETURN CARD !!

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RANT of the day: RETURN CARD !!

Postby neonsun » Wed Jul 30, 2008 9:47 am

You dont pass go, you dont collect 200$, you go directly to ...........your deck !

Yeah !!!!, you guessed it ladies and gentlemen my latest rant is about this little baby gem of falkow ,the RETURN card . U know that card that no annoying Falkow leaves home without !!
Lets review the little pride of those annoying blue people :
Lets open the card list , mmm mmm mmmm ahhhh here it is ,

EDIT BY LUPOS: [card=99]"RETURN"[/card]

RETURN : LV:03 LP:00 HP:00 AT:00 DF:00 AGI:00 RNG:00
Return one unit level 3 or below to its Card File.
1 star

If u have played in folFART arena , u must have realized that most falcow carry at least 1 of those cards! and obviously it IS the perfect solution for any combo ,super trump card that might come on the board ! CArd X+leboSS = no pb -->return , brave+soul = no pb --> RETURN., buffed up card = return.

I understand that falkow require this card , otherwise they wouldnt last against other heavy hitting combos but it costs 3 sp and cards like soulbind (LAWTIA :engages a target unit) cost 2sp .
Either its too cheap or other spells are too expensive Sp wise !

Anyways thats my RANT, any ideas post comments !
Until next card that pisses me off !!!!!!!
HAving molerat meat for breakfast lunch and dinner ....Cheers !!!!
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Re: RANT of the day: RETURN CARD !!

Postby DanTheTimid » Wed Jul 30, 2008 11:30 am

Return is definitely a staple card in set 1, whether or not it will remain as such will be dependent on future sets but right now you'd be foolish to run Falkow and not include Return. Its kind of funny, in most games damage based targeting or straight up enemy destruction abilities are much better then bounce abilities (abilities that return a card to hand rather then destroy them), but in this game that's not necessarily the case. If a unit is closed, whether from losing its hp or an effect that just straight up closes it, it still has a chance to revive for 1sp with out using up your card play for the turn and even if it does end up buried, you get back the sp you invested to play it in the first place. If the card is returned to your card file however its going to cost you double, you'll both have to repay its casting cost again AND waste your single card play for the turn replaying it again. Because of this dynamic Return has quickly become one of the most hated (or loved if your using it) card in the game.

When is it useful: I'd say one of the easiest ways to tell a good Falkow player from a bad one is to see when they use their Returns. Certain situations obviously call for its use, some it'll actually hurt you more then help, and others require a bit more foresight to really tell if its worth using or not. Most players can tell the good and the bad, but its those situations in the middle that separate the best from the rest. The obvious situations include when an opponent has put significant buffs on a unit (lvl 3 or below of course) such as Killing Machine / Lebeau, Panther Soul, or Charge. Now of course its important that the unit be an actual threat, if you can deal with the unit anyway there's no reason to waste the Return, but generally speaking its a good play since your not only dealing with the unit but effectively negating the buff gaining you often both field and sp advantage. A bad time to use it is when the unit is not a threat and removing it won't really help you in any way. Its worse still if the unit is level 2 or 1 since your giving up 3 sp to make them pay 1 or 2, not that its never worth returning 1 or 2s, you just need to have a good reason to do so. The hard to gauge situations tend to come when the field is about even and your opponent has no buffed units, will returning something really give you any advantage, or will it just stall things a turn until next turn when your opponents unit he played this turn comes down and you don't have anything new since you used your turn playing Return. In these cases it requires a little bit the ability to predict what your opponent will be playing (knowing both their clan and their current sp can help this) as well as knowing which, if any, unit your opponent currently has is the key support that when removed will allow you to deal a significant blow to his field before it can be replayed.

Overall: 4/5
Contrary to popular demand this card isn't perfect, 3 sp isn't crazy expensive but it isn't exactly free. Removing a unit from the field is extremely powerful, but it can come back. To get the most out of return generally you need to either play it on a buffed up unit, or a key support unit whose absence will allow you to gain or solidify your field advantage in the 2 turns it'll take for it to return. But if you can spot these situations well, Return will be one of your greatest weapons and definitely should not be left out of any Falkow deck.
The bunnies of Lavato have special abilities, like 'Action Skill: Make Carrot Disappear.'
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Re: RANT of the day: RETURN CARD !!

Postby Phades » Wed Jul 30, 2008 12:45 pm

Aside from the obvious advantages of the card already outlined, the return effect and others similar to it cause, is a hole in the opponent's field. This hole allows the falkow player to potentially iczer attack repeatedly without response from an opponent. In doing so, the falkow player has the luxury of removing threats like lebeau or assassin potentially from the Soul skill chain. The only real counter to this, would be the shade card set as a soul skill.
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Re: RANT of the day: RETURN CARD !!

Postby Windem » Thu Jul 31, 2008 3:47 am

DanTheTimid wrote:Its kind of funny, in most games damage based targeting or straight up enemy destruction abilities are much better then bounce abilities (abilities that return a card to hand rather then destroy them), but in this game that's not necessarily the case.
:lol:

Bouncing and Boomeranging comes from Magic: The Gathering. It's a big strategy to use as a Blue player.

and to add something to the thread.

neonsun wrote: If u have played in folFART arena , u must have realized that most falcow carry at least 1 of those cards! and obviously it IS the perfect solution for any combo ,super trump card that might come on the board ! CArd X+leboSS = no pb -->return , brave+soul = no pb --> RETURN., buffed up card = return.


It's funny, since Falkow has no other way to deal with cards that are super buffed early in game but to return. You expect that a super buffed card should not have a way to be removed from play? Damage would be hard to pull off for Falkow, since they only have 3 heavy hitters in the whole deck, who can't do more than 30 damage on their own :?

But also, you seem to forget one thing....
neonsun wrote: I understand that falkow require this card , otherwise they wouldnt last against other heavy hitting combos but it costs 3 sp and cards like soulbind (LAWTIA :engages a target unit) cost 2sp .
Either its too cheap or other spells are too expensive Sp wise !

Falkow's clan is supposed to have the best magicians in the whole Lavatos. They are the Magical Kingdom and the deck is filled with magical cards.

Wizards should know how to use spell points efficiently. Heck, [card=85]Expert Sorcerer[/card] has a more powerful version of Return at the same cost and people hardly use him.

No, Falkow is not supposed to be "FAST DECK". Falkow's about controlling the battlefield to suit your special needs (just 19 this sucker's dream, I guess I thought you had the flavour). AGI does help achieve that.
;a38
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