RD engineer.

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DEEP SPACE
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RD engineer.

Postby DEEP SPACE » Sat May 19, 2012 2:51 am

Grey says that RD will not have a engineer ship.
But :rv: , :mt: , :tm: and :rd: energies are only generated by 3 engineers when :hu: :ca: :xy: and :cc: energies are generated by 4:

HU engineer: :hu: :xy: :tm: :ca:
CA engineer: :ca: :cc: :xy: :hu:
XY engineer: :xy: :ca: :hu: :rv:
CC engineer: :cc: :mt: :ca: :tm:
RV engineer: :rv: :rd: :mt: :xy:
MT engineer: :mt: :rv: :rd: :cc:
TM engineer: :tm: :hu: :cc: :rd:

So the RD Engineer would generate:
:rd: :tm: :rv: :mt:
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space-mariner51
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Re: RD engineer.

Postby space-mariner51 » Sat May 19, 2012 3:21 am

Generating :tm: I get; the other 2 I don't. Also doesn't have to be an engineer in name; just the capabilities of that class of ships.
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Re: RD engineer.

Postby Wv_Hawk_vW » Sat May 19, 2012 4:04 am

about the RV engineer, i think it should generate :tm: instead of :rd:
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Greywing
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Re: RD engineer.

Postby Greywing » Sat May 19, 2012 8:33 am

Alternatives :

* Lesser Rift Demon : 3/24 warrior, costs 3
play : generates 3 random energy when enters play
acti : target a struct you own to generate 1 of that structs major race's energy type

* Ancient Engineer : 2/30 cruiser, costs 4
play : drains one of each energy type, when it does, gains +1 attack and defense for each drained this way
acti : generate 1 energy of your choice

RD already has plenty of energy generation capabilities with all its dual structures.
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PenneyRZ
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Re: RD engineer.

Postby PenneyRZ » Sat May 19, 2012 3:01 pm

I just wanted to throw it out there that only 1 RD "dual" land generates energy in an acceptable way.

This or that lands without 2 energy when they come into play are just not good enough for decks except as last resort lands.

I am pretty sure the raw data will show this to be true if it is consulted.
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space-mariner51
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Re: RD engineer.

Postby space-mariner51 » Sat May 19, 2012 7:56 pm

PenneyRZ wrote:I just wanted to throw it out there that only 1 RD "dual" land generates energy in an acceptable way.

This or that lands without 2 energy when they come into play are just not good enough for decks except as last resort lands.

I am pretty sure the raw data will show this to be true if it is consulted.


Well, make the rest of the structures like the "acceptable" one. The Rift got a lot of dual structures already.
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Re: RD engineer.

Postby dark1n » Sat May 19, 2012 8:05 pm

PenneyRZ wrote:I just wanted to throw it out there that only 1 RD "dual" land generates energy in an acceptable way.

This or that lands without 2 energy when they come into play are just not good enough for decks except as last resort lands.

four out of the six you speak of have a permanent ability (hitbase/drain/hitship/baserepair). i think adding 2 energy as CIP ability would be a little too much. (in fact, one of the four has both CIP and secondary passive)

aside from the six rifts you speak of, all other dual lands HDS are in two "acceptable" molds. i like it that way too. you're not the only one.

but HDX brings 6 or 7 more dual structures that generate 1 unit of energy and have other CIP abilities instead of 2 energy. i guess the "acceptable" will stay behind with HDS...

PenneyRZ wrote:...I am pretty sure the raw data will show this to be true if it is consulted.

they will be low in the listing, but not because they aren't good enough.
how many RD/?? or ??/RD ships are there? zero. (TM aren't part of this discussion).

i'm pretty sure decks like :rd: :hu: or :rd: :cc: or :rd: :mt: aren't played much (reverse even less) so those rifts will be low in the listing.

dark rift sees use in a specialized deck.
grav rift is awesome enough. nebular rift, mostly useless because of ETC and nebu crystal.
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Re: RD engineer.

Postby PenneyRZ » Sun May 20, 2012 2:37 am

They are either good enough to be played or they aren't.

There is either enough support for a color combo, or there isn't.

It is pretty black and white. Even if someone wanted to play gold/red or whatever they kinda can't because the energy base isn't consistent enough to rely on in PVP matches.
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