4 Fireball guarantees you 16 Damage for way less cards and draw luck. (For example)
Also you can only do 5 Damage once per turn with Scout because of Focus. Also: Kristoffer with War Banner + TKP deals 4 Damage for 1cc
4 Fireball guarantees you 16 Damage for way less cards and draw luck. (For example)
Also you can only do 5 Damage once per turn with Scout because of Focus. Also: Kristoffer with War Banner + TKP deals 4 Damage for 1cc
Assassin of the coming winter
Warrior of the Blue Phoenix
Greatness, Reborn
Aldmor are over-comboed and weak. Looting/Widespread decay/Dawn raid kills them. Brax stops them. Groundshift stops them. 3SE exile location kills them. Aldmor need great start and also bad start for opp (or weak deck). Even ravagers are better than aldmor.
3cc 1/3 ally with 1SE ability is not OP by any means. There's plenty of ways to deal with him, using his ability prevents you from using hero's ability, so only way it helps is to set up a special combo, which can be easily countered.
It's not talking about Aldmor as a whole tribe. The OP is saying that Scout as a single card is kinda overpowered, but hidden by the fact that twilight draws all attention and the fact that Aldmor tribe is weak.
Shadow Era, ETC
Evolve Through Cooperation
Seek and haste are two super strong abilities, which should not stack on one ally, be it Aldmor Scout or Twilight Luminary.
Shadow Era, ETC
Evolve Through Cooperation
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