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Posted: Mon Feb 20, 2006 1:55 pm
Blair Phoenix fk3241 I think they need to up costs and dilute effects... ex.: Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte. Remove a charge counter from Umezawa's Jitte: Choose one - Equipped creature gets +1/+1 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 1 life. Equip 5 That would be a really shitty rare xp I think they could have EASILY mad jitte far less overpowered simply by lowering the charge counters made by dealing combat damage to 1 instead of 2. That basicaly has the same effect of what i did, aside from the cost.
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Posted: Mon Feb 27, 2006 5:38 pm
fk3241 Blair Phoenix fk3241 I think they need to up costs and dilute effects... ex.: Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte. Remove a charge counter from Umezawa's Jitte: Choose one - Equipped creature gets +1/+1 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 1 life. Equip 5 That would be a really shitty rare xp I think they could have EASILY mad jitte far less overpowered simply by lowering the charge counters made by dealing combat damage to 1 instead of 2. That basicaly has the same effect of what i did, aside from the cost. The cost makes all the difference though on whether a card is good or bad, and an equip cost of 5 is Certainly not good
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Posted: Wed Mar 01, 2006 5:13 pm
Blair Phoenix fk3241 Blair Phoenix fk3241 I think they need to up costs and dilute effects... ex.: Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte. Remove a charge counter from Umezawa's Jitte: Choose one - Equipped creature gets +1/+1 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 1 life. Equip 5 That would be a really shitty rare xp I think they could have EASILY mad jitte far less overpowered simply by lowering the charge counters made by dealing combat damage to 1 instead of 2. That basicaly has the same effect of what i did, aside from the cost. The cost makes all the difference though on whether a card is good or bad, and an equip cost of 5 is Certainly not good i think R&D went through that problem when the jitte was going through. i think its good the way it is right now; a simple spell to destroy an artifact can get rid of it nicely, or you can just kill off the creature's b4 the aponent gets it on one or just has the chance to use it
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Posted: Wed Mar 15, 2006 7:18 pm
[ Message temporarily off-line ]
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Posted: Mon Mar 27, 2006 1:41 pm
Ahhh nice idea! biggrin Have to try that now smile .
Of course if you are like me, oyu'll Fetter's it, or even better Confiscate it! HA! I actually pulled it off once without gettin' kicked in the nuts... sweatdrop
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Posted: Wed Apr 05, 2006 3:41 pm
Samyueru_UK Ahhh nice idea! biggrin Have to try that now smile . Of course if you are like me, you'll Fetter's it, or even better Confiscate it! HA! I actually pulled it off once without gettin' kicked in the nuts... sweatdrop Metaphorically? or literally? eek
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Posted: Wed Apr 05, 2006 6:20 pm
2 mana or less spells that pwn jitte: Wear Away - GG Disenchant - 1W Shatter - 1R Oxidize - G Morphing Nantuko Vigilante - 1G Counterspell - UU Fog - G Boomerang - UU Hull Breach - RG
Or just another Jitte! It's not that hard to deal with.
p.s. There's WAY more.
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Posted: Thu Apr 13, 2006 5:31 am
JamesVonJames Samyueru_UK Ahhh nice idea! biggrin Have to try that now smile . Of course if you are like me, you'll Fetter's it, or even better Confiscate it! HA! I actually pulled it off once without gettin' kicked in the nuts... sweatdrop Metaphorically? or literally? eek Literally. It wasn't funny when it happened sweatdrop . Seriously though, Jitte is overpowered. I know a lot of people are saying "DESTROY IT! LEGEND RULE IT! TOUCH YOURSELF WITH IT 'N' IT'LL GO AWAY" but if it has counters, it's a lose lose situation. You can bounce it. Oh dear, they have to go 1 turn without their trick, and you spent the same amount of mana that they did, so you've gain NO GROUND at all! I hate playing against Jitte, but Love playing with it! I play with it on MWS, but no where else, it's too unfair. And anyway, people are starting to not use it as much in my metagame, so problem solved for me at least. Oh and to fix it: Remove the "Target creature gets -1/-1" clause. That's what makes it unfair!
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Posted: Fri Apr 28, 2006 3:08 pm
Jitte's are fun, aslong as they can be used effectively
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Posted: Sun May 07, 2006 2:28 pm
believe it or not, the card isn't as versitile as you'd think. Granted it is good, but It won't be in type 2 for much longer.
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Posted: Tue May 09, 2006 5:43 pm
Broken is a word that should be saved for cards that will win the game for you in multiple cases and doesnt require a complex combo. Cards that give a huge advantage irregardless of strategy-skullclamp was broken. My mouth dropped when I first read the "draw 2 cards" line...
Jitte? Individually each ability jitte has isnt broken. But after playing MWSonline for a while with it in my deck and against it ( Most people use top tier decks ) I would have to say it is. THe reason I think its broken in T2 is because of its versatility. Jitte offers a BUFF ( Power spike ) a Debuff ( Creature control ) and life gain ( Basic control ) in one for a very low cost. To accomplish this versatility in a T2 deck without jitte would require a combo of cards. jitte is broken because its too much for too little.
Furthermore- just because pithing needle and naturalize pwn it doesnt make it not broken. Every card has a counter, what makes a card broken is what it does while it isnt being countered. Skullclamp had plenty of counters to it as well. But to be honest pithing needle may be broken as well...
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Posted: Wed May 10, 2006 4:22 am
.....pithing needle.... Scary.... gonk
Best card in Kamigawama....
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Posted: Wed May 10, 2006 8:54 am
yah. You can shut down 4 cards in their deck and in some cases screw up their combo completely. In tournaments a good idea is to keep 4 in your sideboard, and come game 2 ( Since its ussually best 2/3 or at least where I live) You switch out cards that dont work well against your opponents deck for pithing needle, and then use it to shut off their critical combo-core cards. Its pretty broken to.
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Posted: Wed May 10, 2006 7:58 pm
The needle is AWESOME in all formats....
Jitte is TOO slow in Vintage....
But EVERYONE has 1 mana left over to stop opposing turn one wins...
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Posted: Tue May 23, 2006 2:55 pm
Star Gobo The needle is AWESOME in all formats.... Jitte is TOO slow in Vintage.... But EVERYONE has 1 mana left over to stop opposing turn one wins... Ehh, Jitte is pretty deadly in a W/U phish.
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