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Post by awall on Oct 17, 2008 18:25:08 GMT -5
I realized the other day that Disease may need a slight reworking in Panic games. The way it is right now, having D on either hand the turn before Disease gives you a foolproof escape that doesn't have any of the problems associated with the old DPP/PDW escape.
DSFFFC xxxxxC 123456789 xxxxDDFPW xxxxxFFS
On turn 6, the defender submits F/F. Either his RH gets paralyzed, giving him a free DFPW on his LH, or his LH gets paralyzed allowing him to cast FFS on his RH. Completing Panic on turn 8 prevents either form of counterspell from blocking DFPW on turn 9, stopping the Disease cold without giving up any sort of initiative.
I suppose this doesn't change much about Disease (it's already a long shot) but I do occasionally find it useful when you can force the defender into the DPP/PDW defense, as you can get off a Lightning Bolt a decent percentage of the time. With Panic, about the only way to use Disease becomes DSFFF/PSDFF, and then follow through with Lightning Bolt rather than Disease if they have D on their uncharmed hand.
Is this acceptable, or should we try to figure out a workaround for this?
Edit: Nevermind, I guess it's not foolproof after all. If the attacker goes P/W on the turn after the clap, he can summon an Ogre. Alternatively, P/S allows him to get Charm off if the defender is foolish enough to actually complete Panic. Still, I'm interested it figuring out what defenses are possible using Panic this way.
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