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  1. #231
    Senior Member pjoe0211's Avatar
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    Quote Originally Posted by jcbow View Post
    Solo mages and priests are getting popular...I question all top tier victors wasting space for zc
    I think good hunter players know not to do that
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  2. #232
    DP Visionary FDL's Avatar
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    Ok, so, from my point view, we have 3 problems here:

    1) The Wisp deck can be too good too early.

    2) The Wisp can fail spectacularly because of of bad draws and/or the fragile Wisp. It's borderline unplayable.

    3) Aetherborn Wisp is unplayable in most situations (outside of great Aramia hand).

    Straight up nerfing the Wisp (1/1 for 2 or 2/2 for 3) solves #1 (to some extent) but makes #2 & 3 worse.

    I still think that moving the Wisp to 3 or 4 resources with somewhere from 0 to 2 attack and 4 to 6 HP (with or without the ability to gain HP) would slow down the Wisp god hand, make the deck more resilient to non-optimal draws and maybe even allow Wisp to make an appearance in Serena or future discard decks (which would be less likely with tribal restriction).

    Anyways, I haven't said anything new in my last posts so I'll probably drop this until some new development.

    ps: why is The Last Harvest so rare in Wisp decks? Sounds pretty sweet and early playtesting looks ok.
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  3. #233
    Senior Member pjoe0211's Avatar
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    Quote Originally Posted by Fou DeLile View Post
    Ok, so, from my point view, we have 3 problems here:

    1) The Wisp deck can be too good too early.

    2) The Wisp can fail spectacularly because of of bad draws and/or the fragile Wisp. It's borderline unplayable.

    3) Aetherborn Wisp is unplayable in most situations (outside of great Aramia hand).

    Straight up nerfing the Wisp (1/1 for 2 or 2/2 for 3) solves #1 (to some extent) but makes #2 & 3 worse.

    I still think that moving the Wisp to 3 or 4 resources with somewhere from 0 to 2 attack and 4 to 6 HP (with or without the ability to gain HP) would slow down the Wisp god hand, make the deck more resilient to non-optimal draws and maybe even allow Wisp to make an appearance in Serena or future discard decks (which would be less likely with tribal restriction).

    Anyways, I haven't said anything new in my last posts so I'll probably drop this until some new development.

    ps: why is The Last Harvest so rare in Wisp decks? Sounds pretty sweet and early playtesting looks ok.
    i usually am under 5 or 6 resources most of the game with aramia so 3 resources is alot, you did ok with it, but victor was the victor :-P
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  4. #234
    DP Visionary FDL's Avatar
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    Quote Originally Posted by pjoe0211 View Post
    i usually am under 5 or 6 resources most of the game with aramia so 3 resources is alot, you did ok with it, but victor was the victor :-P
    Yeah, it's a lot but it makes for some nice turn 4s (or later) get +1/+1 on 3 allies is pretty neat.

    I've been trying Aetherborn Wisp less (no Birgitte, no Glimmer of Hope) Aramia tonight. It's tier 2 so far. It has some nice plays but it's nothing special either...
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  5. #235
    Senior Member Kylt's Avatar
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    Quote Originally Posted by Gondorian View Post
    It needs to be an ally. Solo decks already have enough tools.
    How about;

    Disable your hero for a turn or two.
    Discard 1 or 2 cards from your hand.
    Your hero loses 2 SE.

    Since I don't really know the cost-effect ratio for faction cards, I can only list up what I came up with. Anything except an ally on your board should work.
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  6. #236
    Senior Member Rivozzz's Avatar
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    I'm not sure if it was in the nerfing choices posted by GD, but just him protector
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  7. #237
    Senior Member highmystica's Avatar
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    Quote Originally Posted by WrathOfCroft View Post
    Let me reiterate for some of the people saying its all or nothing. At any point in the game they can plop down protector +AW and buff it to at least 4/4. AW decks usually run Fort Wisp as well as other Homoncs so its not an all or nothing strategy.

    @High Mystica, if you are prkmarily running Wulven, then its no surprise you arent having that much trouble. But not all heroes have NYM or DFA to fall back on. Theres retreat but thats only human, and again the protector must be dealt with first. And if you retreat it, its a bandaid fix, cuz you wont be able to retreat it + 3cc ally until t5.

    Honestly if I didnt see the combo almost every time ive faced WispAramia, I would probably not be so against it. But its not 24% occurence for me...i guess im just unlucky.

    I dont want the combo to be banished....i just think it needs to sloooooooowwwww dooooowwwwwn. Its factory and glimmer that make it so fast..maybe the tweak needs to start there. But thats unfair to those cards to nerf them for the sake of one card.
    You do realize that I'm presently running a rush deck, and the control cards that you mention don't exist in my current wulven builds there are no Now your mine, no death from above no captured prey.

  8. #238
    Lead Developer / Designer Gondorian's Avatar
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    Hey all. I have an update for you.

    We on the DT have read all this thread and other related ones and had a chat.

    The change we are planning to make is pretty simple:

    Cost up to 3cc.
    Health increased to 4HP.

    So it's more like a Human with lower attack compared to Health at the start, but it still does the Homunc +1/+1 growth.

    You can get it up to 4/6 on T3 going second with Aramia, but it's not ready to attack then. This delays the damage taken and gives chance to find answers.

    The aim of the card was always to encourage combos and inventiveness. It was a bit too obvious what to do at 2cc. Now there's room for more imagination and clever deckbuilding. It can still become a monster, but it will take more work yet at the same time depend less on a lucky start.

    What do you think?

  9. #239
    DP Visionary FDL's Avatar
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    Nice. Looking forward to the new Wisp deck (less Birgitte more control?).

    Even Serena can make it a 3/5 with a T2 Frying Pan!
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  10. #240
    DP Visionary Berdugo's Avatar
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    there is still no cap on it?
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