Different cards for different purposes. I don't think you can compare them. One card is completely dedicated to having an ally on board that "may" destroy something. The cards in question definitely will destroy something, possibly game altering, if the conditions are met. So I feel it is a good trade off if the ally dies. Especially if that something is a game altering item/ability like a KP.
Shadow of the Night
Warrior of The Blue Phoenix
Greatness, Reborn
Seeker of potential, hidden from the light
Teacher from the darkness, the Shadow of The Night
To you I bring my knowledge, hidden from plain sight
And write it in my blog, bringing new things to the fight
IGN: BP Umbra Nox
Interesting discusion. I am not sure about nerf, but itīs true that destroy key item (or atachement) and put an ally on board is hard punch against clasicc tempo decks. But those cards are necessary against mill decks. So if some nerf is necessary I am for that one when ally goes to graveyard. Still good against mill decks, and much less good against clasic tempo decks. Pls no more cards with "random" on it, Shadow Era is skill based game!!!
Those two cards are one of the reasons why warriors are not so good currently. Especially Amber is hurt by it. But some good players changed CB for retreats in Amber decks and it still works...
IGN: TJ Maskee - Proud member of Team Juggernauts !
Warriors are still strong in my eyes. I have still won games with Crippling Blow. Main difference is if I'm playing Shadow, I use them as a means to simply stall my opponent. I will kill those crippled Allies ASAP if possible. I mean, you still do so against human heroes just in case the drop a ALR.
Crippling blow is still an amazing value to cost card. Some matchups it's bad but others it just wrecks. It is because of cards like Crippling Blow that I feel it is ok for cards like Vermin and Sorcerer to exist. Being able to cripple 4 allies and not have to worry about anything just seems a bit too much.
You play around them Vermin. If you can't limit the options to less than three in time, maybe you get burned. Still don't see it as much of an issue though.
Last edited by SEF Mango; 01-17-2017 at 11:55 PM.
Wait. Did I just read that a sorcerer/vermin will definitely kill something? Couldn't be further from the truth.
Squire dies because it can always kill something if a card is in play that matches the cc requirements. No need for them to be in x quantity. That's why squire dies.
These are 2 completely different effects.
And I second the notion that they are fine because of what the above poster has said. He's right. You can't just play 4 CB and 4 of the -3/-3 card and expect to control the board with no problem. That's not very warrior like.
How many times do I have to say this. The fact that you "have to go around" vermin/sorcer is hurting the freedom in deck building. Get it?
Not many people seem to be getting the point right. But it's no wonder, since there are only few people left who like the current state of the game in this forum. Item ability combo deck advocates have already gone. Too late now.
IGN: Kyltz
You are mistaking people's disagreement for misunderstanding. We are not ignorant. Everybody knows what you are saying. Many just don't see it as that much of an issue. Build your decks. I don't see an issue with playing around these cards. They don't keep me from playing what I want. If they do to others, well, can't help you there.
Will it keep your deck full of attachments/abilities/items a little more difficult to play? Of course. You can't have those decks running around unchecked. Ally based decks need to have a counter. That's what these are. I see them as essential to the game. Maybe they need a little more tweaking but a solid nerf? Still vote no.
My rational behind this suggestion was still with the 3+ requirement in mind. These cards can choose any target to destroy. Harder to activate yet more rewarding. This ability to target ANYTHING of your choosing just makes me feel that their death after activation makes even more sense than it does with Squire.
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