So shall the rant begin. To start off, this event was never designed well. Not in it’s original incarnation, and not now with it having been broken up in to two parts.
The original event had issues, and the most minor of those issues was it being five nodes. Sure, five nodes can be a bit much but if the fights within those nodes are designed correctly, including the objectives, it isn’t much of a big deal. Look at Avacyn’s Madness. It’s five nodes and most people don’t find an issue with it because of how the fights within the nodes are designed and how most of the objectives run counter to one another so that if you can’ meet the secondary, just fail it even more and get the tertiary. The fights there aren’t 15 minute long grinds, or longer. It lessens the perceived pressure by running objectives like that.
So what were the issues with the original event? The objectives were bad in some places, and the grind that some of the fights presented made the event feel obnoxious.
1.3 - Requiring 6 pirates was a bad objective. It wasn’t a hard objective. It was a needlessly grindy objective. You had to run weaker creatures or hold creatures in your hand to meet the objective against an opponent with relatively low health and a node ability that caused you to steal her own pirates along the way. It just slowed the fight down unnecessarily.
3.2 - Taking 15 or less damage against an opponent that could deal that on Turn 2 was poor design.
3.3 - Having a permanent node support that makes casting spells beneficial while also having an objective to cast 3 or less spells was one of the dumbest things I’ve seen in this game.
4.x - Oh where to begin. This entire node, all 3 fights, were one of the two biggest issues people had with this god awful event.
- Mavren Fein’s objective to kill 2 or less creatures while having the ability to kill his own creatures. Also meant keeping your own creatures low on power, thus turning the fight in to a grind.
- Having to run a creatureless grind against Vona because of the lose 3 or less creatures objective and her having untargeted, spammable, removal with her loyalty ability.
- Elenda. The grind to end all grinds. This fight dragged on, and on, and on, and on, and on, and on… You loaded her up with lifelink creatures, a bunch of removal (including untargeted, because screw Hexproof), and loyalty abilities to create more lifelink tokens, grant lifelink to anything she has out without it, and degrade all her opponent’s creatures. You basically made Sorin on speed and quadrupled his health.
5.1 - No one likes the Win with x or less HP objectives. It slows down the fight, it can easily get out of hand, etc. It required disable control because bounce kills now and killing was off the table due to the other objective.
5.2 - The other big issue this event had. The best counter to it was a card you couldn’t get until you had gotten through this event once already, and done well enough when doing so. You gave it a loyalty ability that will instantly kill anyone, gated it behind City’s Blessing, then loaded the bastards deck with cards that can get it City’s Blessing by Turn 3. Did it always do so? No. But it was entirely possible and was a huge issue that needed to be resolved. But, that wasn’t the only issue the node had. You also expected players to clear it 10 rounds or less while giving the node 4 cheap, spammable removal cards.
5.3 - Azor’s ability is unique. Yay for unique? It also causes the fight to flow like molasses. No one wants that. We prefer fights that run like your body’s digestion after a night of Taco Bell.
So the question is - Well why weren’t these issues that were brought up addressed? Instead of going in and just tweaking the decks and objectives to alleviate at least some of these concerns the players had with the event, Oktagon instead focused heavily on the issue of five nodes and thought to just, separate the event, but not even in a good way.
They didn’t cut it down to 3 nodes and 2, or 2 and 2 and remove one of the nodes. They have us playing the 3rd node twice. Because that’s sensible.
Most people had issues with the 4th and 5th nodes. Very vocal issues. Now we get to run the both of them together, without the 1st and 2nd nodes comparative ease to alleviate the tension.
They went and tweaked the decks and the objectives but those choices were hit or miss.
Battle of Four Tribes Part 1
1.1 - Pauper is fine. Speed pauper isn’t.
2.3 - Nope. 6 or more dinosaurs is the same issue people had with 6 or more pirates. Unnecessary padding of the field leading to a slowed down fight in order to meet the objective.
- Also, the node support is bugged here, and has been forever. Isn’t supposed to destroy land supports. Destroys land supports.
3.1 - Getting a little too high up there in health to be running pauper now ladies and gents.
3.3 - Oh look, the 6 or more creatures objective again. Original. Still not a good idea.
Battle of Four Tribes Part 2
1.1 and 1.3 (3.1 and 3.3 in Part 1) - Same issue
4.1 - What the ever loving… Pauper!? Seriously!? And you added Settle the Wreckage to this bastards deck!? This fight was awful to begin with and you went and made it worse with that objective!
- Amusing bit - The deck still runs Bishop of Rebirth. It has no creatures with mana cost of 8 or less. Her ability is useless in the deck.
4.2 - How do you make a creatureless grind fight worse? Make the objective require they cast high cost creatures so they can get beat down by spammable loyalty removal, the targeted exile, Vona’s (the creature) untargeted removal, and the untargeted exile (that you added to the deck).
4.3 - Seemingly unchanged from the original incarnation of the event, the grind fest is back! With just as much grind as you remember! Have no fun!
5.2 - Adding Thaumatic Compass/Spires of Orazca to the mix, as well as an objective to cast weaker creatures, while maintaining the speed objective (from 10 to 12) and doing nothing to fix the issue of it achieving rapid City’s Blessing was not the solution to this fight.
5.3 - His node support ability is still unique. That means it’s still slow. You then added Willbreaker to his deck while there is a known bug with stealing creatures that can lead to a soft lock of the game and immediate failure of a fight.
Rewards & Progression
Progression for both parts was 300. The maximum points for both parts was 315. 1.x gave 10 points per fight, 2.x gave 15 points per fight, and 3.x gave 20 points per fight. That meant a single loss in 3.x prevented progression. A loss in 2.x with a single failed secondary or tertiary prevented progression. This is extremely poor design.
The original Battle of Four Tribes rewarded players with The Immortal Sun. Even if you already had it, it was a hefty chunk of crafting orbs. Why was this taken away? The event is literally the fight to claim The Immortal Sun.
How you should have fixed this event
If you truly felt the need to break the event into two parts, you could have done a 3 node and a 2 node event. Not having us replay the 3rd node in the second part. Sometimes redundancy is bad. This is one of those times.
As far as the fights and the objectives, some of the changes were good, some were fine, and some were just bad. Here’s a rundown of every node.
1.1 - Either pauper or speed, not both.
1.2 - Fine
1.3 - All you needed to do was reduce the number of pirates to 4. You did this. The objective change from taking damage to dealing damage was also a good decision.
2.1 - Fine
2.2 - Fine
2.3 - Keep it at 4 dinosaurs. The change from take 30 or less damage to deal 18 or more damage is good. Also, fix the node support.
3.1 - Not pauper. At this point, pauper begins to cause too much slowdown.
3.2 - This was changed nicely.
3.3 - Lower the number of required Merfolk to 4 (again, 6 is too many). The change to build into the node supports benefits was good.
4.1 - No. Outright wrong. Pauper is an awful decision for this node. All that needed changing here was the removal of Slaughter the Strong from the deck, or the removal of the Kill 2 or less creatures objective. You could have swapped Slaughter the Strong with Settle the Wreckage and achieved this. (You instead swapped it in for Axis of Mortality so now he’s running both Slaughter and Settle, against pauper).
4.2 - All you had to do here was increase the loyalty cost of her ability and change the lose 3 or less creatures objective to lose 3 or more creatures and left the deck alone.
- Yes, btw, Vona is a woman.
4.3 - Increase the cost of all of her loyalty abilities from 6, 12, 15 to 12, 18, 21. Swap Walk the Plank for Vampire’s Zeal. Makes her still a challenge, but less obnoxiously so. If she can’t readily spam her abilities, the grind miraculously becomes less of a grind.
5.1 - Good changes here.
5.2 - You had options to make this fight tolerable. You took none of them. Here’s a handful of choices you could have made.
- Increase the cost of the loyalty ability to 30.
- Reduce the damage from 999 to 99. No longer an instant kill.
- Remove the largest culprits from the deck that granted it City’s Blessing by Turn 3 - Treasure Map and Trove of Temptation. The gate shouldn’t be spawning treasures in the first place.
- Remove the speed objective entirely.
5.3 - Get Willbreaker out of this deck. Not much I can think of to change Azor’s permanent support. If the only grind in the event is the final fight, it’s understandable.
Okay, rant over. For now.