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Thread: Subdue

  1. #11
    DP Visionary Shadow Mann's Avatar
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    Quote Originally Posted by da shadowmoon View Post
    I think subdue is powerful but not really op due to the fact it cost 4 also it's only useful playing against aggro decks
    whether op or not, it's cost is 3cc I believe.
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  2. #12
    Community Manager SEF Mango's Avatar
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    Good god I hate this Card. Lol.

    However, I saved my Sacrificial Lamb in order to remove it from my ally.

    It is a stupid good card for 3 cost. Potential -4 attack for 3cc and 1 damage on hero.

    It might need some tweaking as I think it is far too much value for the cost. Maybe just the ally on the left of target. Not both sides.
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  3. #13
    Senior Member Pandevmonium's Avatar
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    The problem with mages is that if you remove sustain then it becomes worse than Fireball, and then we go back with Fireball-Fireball-Nova-Nova.
    But sustain is a very bad mechanic of this game, you should release as few cards as possible with HP Sustain.
    As of now Subdue is a very "stallish" card that not many heroes can counter decently in QM.

  4. #14
    Senior Member Mip's Avatar
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    Now you use Subdue on the early allies to save your fireballs for face and to get in some extra free damage until you really need to nova.
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  5. #15
    DP Visionary Shadow Mann's Avatar
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    Quote Originally Posted by Mip View Post
    Now you use Subdue on the early allies to save your fireballs for face and to get in some extra free damage until you really need to nova.
    It would be fine without the sustain 1 HP part.
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  6. #16
    Senior Member starval's Avatar
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    Having used and played against it now, I was actually leaning towards it not being strong enough as it really only effects smaller allies. I definitely don't think it's OP. It's more of an annoyance than a consistent form of control.
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  7. #17
    Cerddorion
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    subdue is fine. its a good way to counter rush decks.

  8. #18
    DP Visionary Shadow Mann's Avatar
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    Quote Originally Posted by starval View Post
    Having used and played against it now, I was actually leaning towards it not being strong enough as it really only effects smaller allies. I definitely don't think it's OP. It's more of an annoyance than a consistent form of control.
    They only need it on smaller allies, while lowering your health early. Then use transmogrification on fatties, and burn you to death...along with poison well.
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  9. #19
    Senior Member BP Holy Punisher's Avatar
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    I have an issue with the sustain part of the ability too. I think so far sustain worked only for the cards you played (except Curse of Aldmor) and I think this makes sense as you play a good card and you pay the price (hp, se or cc). Now Subdue cripples your allies and deals consistent unpreventable damage every turn. I don't like the unpreventable part as I think this should be used very wisely on the card design. Effectively now you have rush mages who can't be stopped even with SEB. So there is no reason even to run LLN or at least that many copies of it. Right now Sudue does -4 damage and if played on T3 can do 6-7 damage alone.
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  10. #20
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    Quote Originally Posted by Shadow Mann View Post
    It would be fine without the sustain 1 HP part.
    This.

    Saying it's ok because people run bounce or sac effects is a flawed argument. How many decks run road less travelled as main? Almost none. Retreat gets play becuase its effective on enemy allies and can ocxasionally be used for your own but its not generally the best use for the card. If we are now dedicating deck space to bounce/sac effects as standard it punishes a lot of decks.

    As a rush control card it's fine without the sustain. One of these on the board is much like a book of curses. Two in play basically means you're not taking ally damage.

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