Void_Singer;n10335212 said:of course there's always the obvious option... since they rely so heavily on columns, weather chews right through them >.>
iamthedave;n10339182 said:Seriously, guys, run NR armour. Alchemy struggles against this deck. Sure, the vips can shut down a few of your armour synergy cards, but they can't get all of them. Most proper alchemy decks push to 10 or 11 damage (mine runs 11), but they can usually only do that a couple of times in round 1, and after that they don't run a lot of interaction. An armour deck, if left alone for a couple of turns, produces MASSIVE points, and you're always building towards Stennis or Natalis CH plays that usually put NG inescapably on the backfoot. Stennis on his own screws them up because they can only kill him or the unit he summons, and either unit has a ton of armour to power up cavalry. If it's the buff armour guy and they don't kill him, thunderbolt just turns him right back on. Shani even makes the lolfest worse by bringing back something with even more armour than it had in the first place.
Henselt Machines has the upside that most of its power is from relatively weak units, so vips end up wasting their value while ballistas are roflcoptering their way around murderising everything.
ST really only has dorfs and dorfs stomps alchemy quite easily (alchemy runs out of steam long before dorfs, and it fills its board up with juicy Tremors targets), but Spellatael variants usually DESTROY alchemy, because it bricks their slave drivers AND gives them not a single good target for vips to hit, while all alchemy's main plays set up spellatael removal for maximum value (yes, please give your vip +4 power so my lightning bolt gets 9 value). The only good target slave drivers can get from my version is elven scout (who is quite good).
Dwarves? lol - don't label all us ST players with that nonsense please. Never touched that archetype for thematic reasons and I never intend to.fo3nixz;n10341782 said:alchemy ng player here. so let me get it right, dwarves complaing about ng now, rest is complaining about dwarves..
and yes weather is hammering me..
that why i enyo gwent, truely ..
Movement actually does damn good against point buffing decks such as consume, dwarves, NR unit spam, SK bears/ships etc - anything that doesn't kill marksmen allows you to setup ridiculous point swings. Handbuff likewise, if you can keep dragoons on the board then it can also provide huge r3 finishers with things like braenn or swordmasters.iamthedave;n10342242 said:If you're running Movement or handbuff ST you should accept auto-loss against almost every decent deck in the game. They're critically underpowered and struggle against half a dozen different archetypes.
And there are tons of decks that are auto-loss against consume monsters unless the consume player bricks his hand.
Sailears;n10342682 said:Dwarves? lol - don't label all us ST players with that nonsense please. Never touched that archetype for thematic reasons and I never intend to.
Movement actually does damn good against point buffing decks such as consume, dwarves, NR unit spam, SK bears/ships etc - anything that doesn't kill marksmen allows you to setup ridiculous point swings. Handbuff likewise, if you can keep dragoons on the board then it can also provide huge r3 finishers with things like braenn or swordmasters.
The only decks that hardcounter movement and handbuff respectively are NG alchemy and NG spies. This is purely because viper witchers **** the engine units more times than you can copy or res them with operator/muzzle/SC/hattori, and Impera Enforcers can be safely held in the hand until there are like 10 spies on your side of the board, at which point they also **** any engine card. The only other decks that are tough matchups for movement are high tempo Nova decks that can force you to single card round 3 finish.
Other decks that can be problematic in general is anything that controls the marksmen or dragoons because these decks are so heavily reliant on these engine units. Everything else is fair game tbh, especially proactive/greedy point buffing decks that don't interact with your side of the board that much.
iamthedave;n10343522 said:Most decent decks run a removal or lock suite that'll shut down or kill marksmen and Dragoons. I run a movement deck; it really does have no game after about 3.7k; every single deck runs enough removal to shut down their main engines almost every game, and without those engines they're absurdly low tempo. And armour hardcore shuts down movement as well because it's virtually impossible to get positive gains from actual movement effects, since they just buff strength and re-amour up every time. You can get wins, but it's draw dependent; if yours is perfect and theirs is weak, you have a chance. Good draws will flatten the movement deck every time, all day long. There's just no protection for the key cards, fun as they are.
iamthedave;n10346622 said:4-6 Marksmen? I can see the 4 from Operator, where are the other two coming from?
I think you're mixing armour with machines. Armour is - usually - quite non-interactive, and generally prefers to be up against decks that want to get points on it because every point of armour reduces the effect.
All I can say is: don't put too much faith in it. Pretty much the only thing coming out of the forums right now is 'fix Dorfs'. I think it's more likely that they'll annihilate the ST faction temporarily for the game's health than risk a softly-softly patch that might not address the problem. We might get lucky, but I think it's more likely they'll take the nuclear option due to how bad things have gotten. And if they go in looking to nerf dorfs, it's highly unlikely they're also thinking of buffing other archetypes, in case it accidentally buffs dorfs.
Sailears;n10329792 said:Oh I agree.
This card is hands down my most hated card in the game given it counters any kind of engine card that requires on board presence to do anything. Dragoons, Marksmen, Smugglers, Farseers - anything that has to stay on the board is instantly nuked by this ******* card.
And they can use Ointment to res...
Nothing in this game bothers me much on an emotional level, but these assassin's creed wannabes one-shotting so many archetype defining cards without any effort or setup other than building a (perfectly synergistic) deck around them is utter bull. Event their voice lines **** me off... "We follow Letho's lead" - well go and... (I don't want to get banned so will leave the rest up to imagination)
I'm getting to the point of instant forfeit any time I see one of these viper witchers put down on the board because they trigger me so hard. Actually the whole NG faction triggers me. Enforcers are almost as bad as these *******.
In fact I feel like playing a deck that hard counters NG and NG only - I don't care about losing to other factions if it means ******* those ******* with their cheap and brainless tactics.
/rant (yeah it felt good)