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Author Topic: Hydro Thermal Vent  (Read 2840 times)

ClockWork

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Hydro Thermal Vent
« on: November 16, 2016, 04:11:17 AM »
Hydro Thermal Vent is the only trap subtype enchantment that doesn't list the restriction of having  to target a zone without enemy creatures. Is this intentional? Hydro Thermal Vent already seems like quite a bargain at 4 or sometimes 3 mana. Am I missing something?
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Coshade

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Re: Hydro Thermal Vent
« Reply #1 on: November 16, 2016, 05:12:22 AM »
Yes it is intentional. You can bring it down to 2 mana with the right cards :)
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Halewijn

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Re: Hydro Thermal Vent
« Reply #2 on: November 16, 2016, 06:15:47 AM »
I think the balance of the vent is good. The other trap cards are all a bit expensive and situational to use. Removing that restriction finally makes a trap usable in competitive books.

IMO they should remove that restriction from all traps.
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When in doubt kill it with fire? I never doubt and crush them right away.

Kelanen

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Re: Hydro Thermal Vent
« Reply #3 on: November 16, 2016, 07:43:57 AM »
Intentional.

Agreed - previous traps are a bit expensive, although they have occasional niche uses in books. Hydrothermal Vent is the first one that's actually generally good.
« Last Edit: November 16, 2016, 10:34:12 AM by Kelanen »

Coshade

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Re: Hydro Thermal Vent
« Reply #4 on: November 16, 2016, 10:30:11 AM »
Another major difference between this trap and others is that you can use a defense against it. Lacking unavoidable lets you fish for the trap with creatures like Darkfenne Asp.
« Last Edit: November 16, 2016, 10:40:04 AM by Coshade »
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ClockWork

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Re: Hydro Thermal Vent
« Reply #5 on: November 17, 2016, 05:21:27 PM »
The others aren't bad? Are they? I mean they're not great or anything......
IMO they should remove that restriction from all traps.

I think that would be rad, but will AW every change a thing like that?
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Kelanen

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Re: Hydro Thermal Vent
« Reply #6 on: November 17, 2016, 07:52:14 PM »
The others aren't bad? Are they? I mean they're not great or anything......

They are certainly not terrible. Hellfire Trap is efficient Damage, Teleport Trap can be very useful positionally, and Spiked Pit Trap can anchor someone where you want just long enough to really hurt them.  I have had all of them in books (probably still do) but not many.

All of them require some work to get them working, as well as predicting where someone will move, and persuading them to do so (much easier now we are seeing more zone enchantments). Hellfire Trap is probably best used to protect a zone that is likely to be attacked, the other two have more uses, but need supporting more, but they can all be reasonable cards in the right book.

Hydrothermal Vent doesn't require much work or support, it's more efficient as a damage source, and you could throw it in pretty much any book and get reasonable use from it.  It's got some weaker points too, but on balance it's much easier to get your money's worth from it.